Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 8134799" data-attributes="member: 29398"><p>This is where I run aground to some extent: the inferred disallowance of unforeseen consequences or knock-on effects irregardless of the success-failure state of any given action: the GM isn't allowed to weave a behind-the-scenes backstory into things such as to explain what happens within the PCs' awareness.</p><p></p><p>This gets brought up in two ways, here paraphrased:</p><p></p><p>1. All consequences of both success and failure should be known before the player makes a roll.</p><p></p><p>2. Successes must be absolute.</p><p></p><p>I disagree with 1 in terms of it being an inviolate rule. Sure, often times the immediate consequences of a proposed action's success or failure are fairly obvious. "<em>I climb the wall so I can scope out the ground behind</em>" has a pretty clear success-fail state: you either climb the wall or you don't.</p><p></p><p>But other times, there's going to be unseen effects no matter what you do; the only difference perhaps being what those unseen effects will consist of. These are the purview of the GM. Problem is, in a situation where there is no backstory or setting she can't factor these sort of unforeseen things in (or if she tries it risks being awkward or unwieldy) because she doesn't yet know what they might be. It also works against any kind of mystery-solving game. </p><p></p><p>"<em>I talk to the Baroness to see if she knows anything about the missing jewels</em>". In a simple situation, either she knows something or she doesn't, regardless of whether this is pre-known through prep or determined on the spot by action resolution. But the advantage of a pre-prepped setting is that if the GM has in her background notes that the Baroness is a spy for a local Thieves' guild, an unforeseen consequence of the PCs speaking to her here (and <em>successfully</em> determining that she legitimately has no knowledge of the missing jewels) is that if she didn't know about the missing jewels before she does now, and can report that to her guild...which alerts the guild that someone's operating freelance in their territory; and consequences of this might rear up as suspicion or distrust the next time the party's Rogue approaches that guild for something. </p><p></p><p>I think this sort of thing is completely within the GM's purview and that the GM shouldn't be constrained from using these type of elements.</p><p></p><p>As for 2, even outright successes ought to be able to lead to headaches later. For example, a party of thief-y PCs plans a theft and executes it flawlessly - successes all round, not a failure to be seen. Does this mean there may never be consequences later, particularly in a game world with any kind of reliable divination magics? I sure hope not... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And there's a bizarre corollary people sometimes apply to 2 above: successes must be absolute but failures need not be. Why not go the other way around - failure is absolute but success isn't always - and thus make things a little harder on the players/PCs?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8134799, member: 29398"] This is where I run aground to some extent: the inferred disallowance of unforeseen consequences or knock-on effects irregardless of the success-failure state of any given action: the GM isn't allowed to weave a behind-the-scenes backstory into things such as to explain what happens within the PCs' awareness. This gets brought up in two ways, here paraphrased: 1. All consequences of both success and failure should be known before the player makes a roll. 2. Successes must be absolute. I disagree with 1 in terms of it being an inviolate rule. Sure, often times the immediate consequences of a proposed action's success or failure are fairly obvious. "[I]I climb the wall so I can scope out the ground behind[/I]" has a pretty clear success-fail state: you either climb the wall or you don't. But other times, there's going to be unseen effects no matter what you do; the only difference perhaps being what those unseen effects will consist of. These are the purview of the GM. Problem is, in a situation where there is no backstory or setting she can't factor these sort of unforeseen things in (or if she tries it risks being awkward or unwieldy) because she doesn't yet know what they might be. It also works against any kind of mystery-solving game. "[I]I talk to the Baroness to see if she knows anything about the missing jewels[/I]". In a simple situation, either she knows something or she doesn't, regardless of whether this is pre-known through prep or determined on the spot by action resolution. But the advantage of a pre-prepped setting is that if the GM has in her background notes that the Baroness is a spy for a local Thieves' guild, an unforeseen consequence of the PCs speaking to her here (and [I]successfully[/I] determining that she legitimately has no knowledge of the missing jewels) is that if she didn't know about the missing jewels before she does now, and can report that to her guild...which alerts the guild that someone's operating freelance in their territory; and consequences of this might rear up as suspicion or distrust the next time the party's Rogue approaches that guild for something. I think this sort of thing is completely within the GM's purview and that the GM shouldn't be constrained from using these type of elements. As for 2, even outright successes ought to be able to lead to headaches later. For example, a party of thief-y PCs plans a theft and executes it flawlessly - successes all round, not a failure to be seen. Does this mean there may never be consequences later, particularly in a game world with any kind of reliable divination magics? I sure hope not... :) And there's a bizarre corollary people sometimes apply to 2 above: successes must be absolute but failures need not be. Why not go the other way around - failure is absolute but success isn't always - and thus make things a little harder on the players/PCs? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
Top