Hussar
Legend
JamesonCourage said:And, of course, all of this leads back to immersion for me. Immersion is huge. If players are constantly getting their out-of-game input in on things happening in-game, then it will kill immersion. As we don't like playing narrative fantasy games, this is really unappealing to us.
And having a result that you feel is completely implausible doesn't kill immersion for you? The player feels that action X is plausible, thus he attempts the action. The GM shuts down the action, declaring it impossible because the GM feels that it is not plausible.
And this is how you maintain immersion? I would think that this would be far more jarring to the player than simply rolling with what the player believes in good faith (and that's important - if the player is being a weenie, that's a different issue).
I wasn't trying to say that it detracts from the DM's authority. I was trying to say that, when a player who is trying to overcome challenges also has the ability to define those challenges, you screw over the player. The two things don't work together. Does the player stay true to his goals for playing the game (that is, overcoming challenges) or does he stick up for plausibility in the campaign?
But, he's not defining the challenge. He's working within the framework that he's been given. The guard is there. The guard is just some peon with a sword. The player tries to bluff his way past. The GM declares that the action fails, not because the player did something wrong, or failed a roll, but because the GM doesn't think it can succeed.
How is the player defining the challenge in any way?
Players should be freed from the responsibility of determining what's plausible and what's not so they can fully engage the game. The DM isn't trying to overcome challenges and is thus in the perfect place to make judgement calls on what's plausible in the campaign world and what's not.
But, the player will have to determine what's plausible all the time. There's no way around that. The player will always be judging what is possible and realistic in a particular game based on past experience in that game (and possibly other games). If the GM shuts down X because he declares that X is impossible, then the player is forced, every single time after that, to judge, not whether an action is mechanically possible, but whether or not it will pass the GM filter.
It's not a zero-sum game. Exercising judgement serves everyone. If the DM is constantly making poor judgement calls, it's probably time for a talk. Poor judgement calls happen, we're human and we can't get away from them, but it's not that hard to DM well.
Agreed.
Right. I often ask players about the plausibility of something, or they speak up and challenge a judgement call. What you don't want to do is lean on their judgement so much that the players can't engage the game. You don't want to give them DM responsibilities that will take away from why they are playing the game in the first place.
(Quick example - the PCs were making a raft and I'm no boy scout. One of the guys in my group does a lot of camping, so I told him: "I have no idea how long it would take. What do you think?" I can't do that all the time, though; "Do you think the guard is having a good day or is he in a surly mood?" It's my responsibility to answer that question.)
Fair enough. And informing the player of that is obviously needed as well since that will affect how the player will proceed with his actions. But, let's use the raft example. You the DM declare that it will take 20 hours to build the raft. The player disagrees and says so.
If the DM trusts the players, then the DM will probably defer to the players judgement with the knowledge that the players are not trying to be weenies, but are honestly trying to make the game better.
If the DM doesn't trust the players, then the DM will probably stick to his or her ruling.