I've caught up on this thread and have written a series of replies in this long post.
Yeah, I don't get the arguments that there's a functional difference between declaring you're looking for food, succeeding at a check, and finding food and saying you're looking for an ally, making the check, and finding the ally. Both are supported in the fiction -- the food is in a forest not otherwise hostile to the presence of food, and the ally is in an area established to be likely to contain such old allies and that is not hostile to their presence. Literally the only difference in play here is presumption of who has what say. Even then, it works no matter the presumption -- if GM Bob thinks there's food in the forest to find, then GM Bob can think there's allies in the area to find. It's an entirely specious argument that relies on an assumption that food in the forest is an easier ask than finding an ally.
Right. I think I've made this exact post multiple times now! So has
@hawkeyefan.
Characters fictional actions either cause something to happen in the fiction or they don't.
There are 3 cases.
1. Characters action is the cause of something that happens in the fiction such that the character could say "my action caused this" and have it be true within the fiction.
2. Characters action is the cause of something that happens in the fiction such that the character would say "my action did not cause this" and have it be true within the fiction.
3. Characters action did not cause something to happen in the fiction in any way.
There is a clear difference between 1 and 2 and it's not simply about preference.
It's about
topic or
subject-matter. Which I have posted many times now.
Your (1) is a story about a person doing something. Your (3) is a story about a person being aware of something they didn't cause. I don't understand what your (2) is supposed to be because you assert both (i) that the character causes something to happen
and (ii) that the character can truly deny that the character caused that thing to happen. It seems contradictory or incoherent, except perhaps in a very 4th-wall breaking scenario like some approaches to Over the Edge.
Character actions that cause something to happen in the fiction but that the character could say in the fiction "my action did not cause this" hamper role playing
There are no such actions. At least not in any RPG I've ever played. (Again, I flag Over the Edge as - appropriately - a possible edge case here, but I've never played it.)
***********************************
WIth the person you've authored him as coming to you. With the foraging/food you are authoring you are going to it...
What if my Foraging action is to set snares, which rabbits then come to? I've never seen a D&D rulebook (or any other RPG rulebook) that suggests that
setting snares should be resolved differently from
foraging for berries.
(I'm reading through the thread as I'm writing this omnibus post. And so I see that
@Hriston has made the same point as I just made now.)
The food existed before my check. It's just a matter of if I was able to locate it.
Evard's tower existed before Aramina remembered it. If it hadn't, she couldn't have learned about it and hence remembered it!
Rufus was on his way to collect wine before Thurgon and Aramina encountered him. That was how they were able to meet him when and where they did!
Also, the
bolded sentence in your post is confused. Because
the existence of the food is an imaginary state of affairs. It is an element of the shared fiction. Whereas
the check is not part of the shared fiction. It's a real thing that happens in the real world. So is the introduction into the shared fiction of the element
food exists and has been foraged by the PC. And that element was not introduced into the shared fiction until
after the check is made. Introducing that element into the shared fiction is part of the process of resolving the declared action.
This point can be driven home by considering the possible options the GM has in narrating a
failed check to find food. S/he could say "It seems to be a good place to find rabbits, but there just aren't any about today." Or s/he could say "You snare a rabbit, but as you try to take it out it slips out of your hands and runs injured into the bushes." Or if s/he wants to do some foreshadowing, s/he could say "When you return to your snare, you see that something has already eaten the rabbit you caught. Judging by the frenzied tearing of the rabbit skin, whatever took your rabbit seems big and fierce."
Each of these establishes something about what happened in the past relative to the temporal location of the PC at the moment s/he has the narrated experience. But, obviously enough, in the real world none of them will be narrated at a time earlier than when it is narrated!
If a specific NPC has been in one place, there needs to be reason/explanation for them to be in a different one, now. That's a matter of taste and preference, though; I don't think I'm saying you're wrong, exactly--just limning a difference.
On Monday I was in the eastern suburbs. Once or twice in the intervening days I've been in the city. Today I was at the supermarket. I spent Christmas Day at my mother-in-law's place. Etc.
In the first few chapters of LotR we learn about Gandalf having been in The Shire and in Gondor (reading the Scroll of Isildur). Later we learn that around the same time as is covered in those chapters he was at Isengard, at Bree, at Weathertop, and some other places too.
I believe that I am the only person so far in this thread to give actual play examples of either BW's Circles being used, or of a MHRP/Cortex+ Heroic specialty being used to generate a contact.
In the latter case, the PCs were in the steading of a Giant Chieftain and the NPC with whom a rapport was established was a Giant Shaman who took a similar view of the portents as did the PCs.
In the former case, Thurgon and Aramina met Friedrich (twice) as he poled his raft along the river; and met Rufus as he was driving his wagon near the outskirts of his estate, going to collect wine.
So I don't really understand what you are responding to in
@Aebir-Toril's post. The fiction has no
causality and no
temporal integrity independent of what is narrated. Gandalf was not plucked from
somewhere else by JRRT to be at the Shire for Bilbo's party. He is exactly where JRRT has written him to be.
My rolling of a Circles check which then establishes that, in the fiction, Thurgon and Aramina encounter Friedrich so he can help them travel downriver does not pluck Friedrich from his "real" location. He has no "real" location. He's a component of a story. It has been established that, some days ago, he was poling his raft upstream. Now it is established that, some days after that, he is poling back downstream. Why? I don't think I know - as best I recall Thurgon didn't ask and so the GM didn't tell, although now that my mind turns to it maybe there was some discussion of him having followed the path of a band of Orcs. But in any event, as far as the behaviour of river rafters goes, it doesn't seem all that idiosyncratic.
***************************
Food, game animals, etc all exist as part of the fictional world whether they are enumerated or not. They are part of the meidieval fantasy setting. If one goes looking for food then one goes to where the food/game are (the forest in this case), they then spend time searching for them, or actively go set up a hunting blind in an opportune location. Either way the person's skill impacts whether they can find and bring home food/game and whether they can do it in a timely manner.
I'll go out on a limb and say that a fictional friend also already exists in the setting even if he's not been enumerated. The difference is that having him show up at your location for a chance encounter doesn't involve you really doing anything. I mean there's not anything in the fiction you are actually doing that's causing that to happen. There is with foraging.
Now if it's not a chance encounter. Say you were sending letters or other communications and that caused your friend to come help you... well that's another matter entirely. As I said, I'm focused on the chance encounter aspect of "look for friends" - and the objection isn't about randomness there, it's about the lack of a coherent fictional action. I mean, if the mechanic dropped the pretense of being an in fiction action I wouldn't be making this objection to it. But it is and I've been assured that "looking for your friend" is a fictional action a character can take, even in the context of a chance friend encounter (despite no one having a clue what such an action actually looks like).
When a character forages in say 5e, it's typically being done in a large expanse of wilderness. Because 5e as written doesn't have rolls occur unless there is uncertainty, then the only way a player rolls is if the DM determines there's a chance he could forage something to eat which would imply that some source of food is in his vicinity. If there's no source of food in his vicinity (or no source he would be capable of discovering) then he doesn't even get a roll. So by the time there is a roll in 5e it's already defacto established that food is in the vicinity.
<snip>
the DM could say, well actually this forest is desolate and barren. Are you sure you would try to forage in such a place?
<snip>
But yes, part of medieval fantasy is that a typical forest will have food you can forage. So yes, it's perfectly acceptable for players to imagine that in the absence of any further description about the forest.
<snip>
Evard's tower is a very specific fantasy element. A river having a bridge is pretty hit and miss. So quite different things.
You objected to my characterisation of your position as "that generica like rabbits are no big deal and can be narrated or presupposed freely by all participants (perhaps subject to some overarching GM veto power), whereas
towers and
bridges and
brothers which are a big deal are the exclusive province of the GM" and yet that's almost exactly what you say in the above two quotes.
And on the matter of actions performed by characters:
Remembering stories of Evard's tower is a definite action. It's not that easy to describe - the best account I know of memory remains William James's Principles of Psychology. But as someone who has had amnesia, I can tell you that you'll know if you can't do it!
Looking out for one's friend in the hope of coming across them is also a real state of affairs. Frodo is in that state, vis-a-vis Gandalf, for many of the chapters in the first Book of LotR. At various times in my life I have walked through school yards and university grounds and office buildings and city streets in that state.
I was assured that in fact the character was looking for the ally in the fiction and that it wasn't just a player hoping for aid.
Characters can also hope. They have inner lives. The mental states they form - recollections, hopes, looking out for things - are as much part of their fields of action as swinging swords.
It's true that typical D&D play pays almost no attention to these elements of the character, but that's just an idiosyncratic feature of such play.
************************************
Another thought:
Making a pie and making a casserole are mechanically the same process.
1. Gather ingredients
2. Follow recipe
3. Enjoy pie/casserole
"So how can you say you like pies but not casseroles - it's the same mechanical process!"
Because the mechanical process being the same, especially at the high level, doesn't mean everything about the processes are the same, and especially not the end results.
I'm not puzzled as to what you do and don't like. Your preferences don't seem particularly unique.
But if someone said the reason they like pie but not casserole is because one is produced via cooking but the other is not, I would be curious. (Cf if someone explained that's why they like mangoes and not casserole.)
pemerton said:
That is not a feature of all RPGing or all RPGs. For instance, a check made to establish what it is that a PC recollects has the same real-world causal structure as a check made to establish whether a PC defeats an Orc in combat. But the causal processes in the fiction are different in each case. Hence there is no mapping of the sort I described in the previous paragraph. Hence games which feature both sorts of checks are not simulationist in Edwards' sense.
Would have saved us alot of time if you would have led with this
I am very confident that if I had led with an explanation that referenced Ron Edwards you would have rejected it. Especially given that you "liked" this post:
I have never found GNS useful
******************************
But the point of contention I keep talking about is how the real world processes and the fictional processes and elements exist in relation to one another.
When I say the problem and differences include the fictional part and you say "but that's not what I want to talk about" - that's not helpful.
In fact, I even question the wisdom of trying to focus solely on a high level zoomed out view of only the mechanical processes in relation to the real world. Issues being:
1. You are too zoomed out. Even dissimilar mechanical processes can sound the same when you zoom out enough.
2. The relationship of such processes to the fictional world also matters. You aren't viewing the process from all perspectives. You are only focused on the real world perspective and not the fictional one.
3. Even very similar mechanical processes with different ingredients can yield to very different products, (ex: producing Coke vs producing Sprite) - no matter how similar the mechanical processes involved are the end result is different
So far as far as I can tell the only person who has successfully articulated the bolded relationship, in this thread, is me. Not doing my own original work, mind you, but drawing on an 18-year old and very well known essay by Ron Edwards.
I'll restate the relationship: it is
a mapping of the causal process of resolution onto the authorship of the imagined causal processes of the fiction. Of the RPGs I know, the one that comes closest to instantiating this relationship is RuneQuest. As I've said, D&D doesn't because combat resolution doesn't conform to it. Neither does foraging, in D&D or probably in most RQ games - the causal process of resolving a foraging check will very often establish shared fiction about the state of the forest etc which does not correspond to the imagined causal process of the character looking for berries and setting snares for rabbits.
The more that the fiction is authored in advance, the more moments of resolution can attain this state. This is why games like RQ, Rolemaster and the like have all sorts of shorthand notation for marking up areas of wilderness in the GM's key, to then feed into foraging checks to minimise the amount of fortune-in-the-middle resolution required. (The only version of D&D I know that tries to approximate this is the Wilderness Survival Guide for late 1st ed AD&D.)
When we come to the topic of
participant agency, whoever gets to do that pre-authoring is clearly exercising a great deal of it. There is nothing about the mapping relationship that
requires it to be the GM who does that pre-authoring, but in practice that seems to be the norm. It is certainly what you are advocating for.
********************
TL,DR:
I'm in a forest with no otherwise special qualities. The presence of food is included in the presence of the forest. The introduction of the forest is enough to also establish in the shared fiction the existence of food in it.
Thurgon is travelling through the land of Greyhawk, on the border of Ulek and the Pomarj, along the old border forts and ruined homesteads. The introduction of those things is enough to establish the presence of wizard's towers, and of former knights of the Order of the Iron Tower now living as itinerants or hermits.
I wouldn't be interested in playing a FRPG where the participants took a different view. That would seem like a very boring game.