iserith
Magic Wordsmith
I struggle to imagine what upside there would be to justify all that effort.Uploads of your sessions will give everyone much better ideas how you run your games.
I struggle to imagine what upside there would be to justify all that effort.Uploads of your sessions will give everyone much better ideas how you run your games.
I have found a great deal of value in minimizing the amount of information truly hidden from the players. That is, I'm not saying you should be absolutely and instantly forthright about all possible facts. Just that never, ever telling a lie or ending an investigation with "you find nothing" etc. has been really positive. Because, by avoiding such actions, you cut out a great deal of problematic metagaming. Players no longer need to fight their own distrust. Instead, use those failed rolls as a way to reveal something they wish wasn't true (as DW puts it, "Reveal an unwelcome truth") or bring a problem to a head such that the players now have to do something about it instead of just passively investigating, or other such things that drive action rather than merely terminating stuff with (narratively) unproductive failure.Yeah, D&D is a collaborative storytelling game.
That said, the DM is often hiding information from the players, and the players might not yet discover all of the factors in play.
So often enough, it needs to be the DM who makes the judgment call about how plausible a player narrative sounds.
If the DM is playing ball, sure. I find a lot of them aren't willing to do that. The whole "DM empowerment" movement has been rather successful at teaching DMs that giving your players a micrometer is Extremely Bad for any of various reasons (most of which I consider alarmist at absolute best). As a result, having the players drive the narrative is rather out of fashion today. The pendulum will swing back the other way sooner or later...but I fear it will be quite a bit "later" at this point.But normally the DM is "responding" to the player actions. In this sense, it is the players who cause the story to happen, and certainly the players shape whatever happens, and even choose whether a story happens or not, by remaining somewhere or going somewhere else instead.
Players have much power in the D&D storytelling game.
That’s the opposite of my experience.having the players drive the narrative is rather out of fashion today.
Ah - there's the difference.But the alternative is not no chance. The alternative is nothing happens, because your character has yet to actually do anything, because you haven’t declared any action.
Right, which is why I say this framing is misleading, because that doesn’t accurately reflect gameplay at my table, at all.
No. I’m saying (literally, I said these exact words) barring extenuating circumstances, if you say your character does a thing, they just do it. Only when what you say you do carries a risk of failure and stakes might you have to make a roll.
Even though we run different systems I think we both pretty much do the same, here, in practice.Indeed, it ought to go without saying, because I’m not saying anything particularly outlandish or revolutionary here. I’m just saying the players describe what they want to do and I determine the results, potentially calling for a die roll to resolve uncertainty, and then describing the results. Just like what the “how to play” rules say.
I know that all too well.That’s a very strange assumption to make in my opinion; in a game where the premise is that the players can do anything they can imagine (obviously within the limits of what’s physically possible for their characters to do), I don’t think it’s ever safe to assume that the players couldn’t come up with a way for their characters to go about trying to achieve their goals that would mitigate the risk. Even if I can’t imagine a way, players can often surprise you with their creative ideas.
OK. We've agreement on that score, then.Anyway, that objection aside, assuming for the sake of argument that the player for some reason can’t come up with an approach that has little or no risk (I mean, adventuring is after all a pretty risky endeavor)? No, the degree of detail with which they describe their action has absolutely no effect on its possible outcomes. I care about what the character is doing, not how the player describes that action.
And for some that requirement for specificity would be interpreted player-side as you-as-DM baiting a trap; and while you might not be a gotcha DM, many are.A player does have to describe the action with enough specificity for me to understand what their character is actually doing, otherwise I can’t determine what the potential outcomes might be, and I think this may be what some people object to. They prefer to leave the fictional action somewhat abstract, roll a die to determine success or failure (and sometimes degree of success), and then retroactively fill in the details of the action in a way that makes sense with the results the die indicated. Whereas I prefer for the action to be specified, so I can use the logic of the fiction as the primary determining factor of success or failure, and only call for a die roll when the outcome is still uncertain.
Nope. For me, it's anything goes as long as it stays in character. It does take a less-serious approach, though, where one is willing and able to laugh even when one's own character's is getting the short end from others in the party.- It's a cooperative and collaborative social team-based game. The agency of "players mostly in it for themselves" is always limited by "anybody in the group has veto power on other any players actions if that would ruin the overall fun at the game table". Excuses like "But that's what my PC would do! (about to do a sucky for game table ambiance fun-killing action), because <arbitrary PC background reason XYZ>!" becomes instead a "Nope, it is 100% YOUR own decision as a player to ty to MAKE your PC act like that. You're the one who's being a dick for deciding to ruin everybody else's fun. Instead, try to invent some story telling rationale why your PC, despite "thinking like that", would actually NOT end upp doing such an action. You don't play for your own fun, but for the fun of the entire game table." The "I don't really care if nobody else has fun, as long as me I have fun!" attitude, which I've actually really seen said verbatim a few times, leads to immediate "Please pick up your dice and leave". Any hostile "intra-party conflict" interaction can be interesting rolepaly opportunity, but only if the GROUP AGREES.
I've tried this in the past but quickly ran aground on the problem of pre-declared actions no longer making sense by the time the action would resolve. A simple example: if your pre-declared action is that you attack the Orc in front of you but that Orc runs away or gets killed before your turn comes up, attacking it no longer makes sense and it's quite reasonable the character should be able to do something else e.g. move to a different foe and attack it instead, or chase the Orc that just ran away.- You precedeclare your entire round, THEN your round is resolved. You forgot to declare a part of your round's worth of actions? Too bad, you don't get to do it. This cut down a lot on "analysis paralysis".
If I know the two characters share an obscure language I generally assume they'll be using that for such asides, and unless the king or any nearby courtiers also happen to know that language then there's no consequence.In any encounter, especially social ones, if the encounter is "for fun and laughs", then I'm extremely forgiving about moost things. But in a "deadly serious life or death or social situation", yeah, what you say is what your character says. Or an "equivalent" in the game world. Deadly serious dramatic encoounter with the no-nonsense king with an inflated ego and a huge army? If Player A says to player B, loud enough for DM to hear, something like "That king is a real dick, should we just kill him?" you can bet there is going to be a big bad reaction from that king. Especially if the staatement comes from a non-new player that should really already know otherwise how we run things. Even if that screws up the entire adventure, too. I don't "railroad."
I like most of your post (some of it very much indeed!) but there's a couple of points I'd run aground on were I at your table:
Nope. For me, it's anything goes as long as it stays in character. It does take a less-serious approach, though, where one is willing and able to laugh even when one's own character's is getting the short end from others in the party.And you have to be ready willing and able to sometimes give back as good as you get.
The only proviso is that it has to stay in character. In character, Falstaff and Jelessa can scream at each other until they're blue in the face but the moment Joe and Mary start arguing in meta-terms it's shut down hard.
I've tried this in the past but quickly ran aground on the problem of pre-declared actions no longer making sense by the time the action would resolve. A simple example: if your pre-declared action is that you attack the Orc in front of you but that Orc runs away or gets killed before your turn comes up, attacking it no longer makes sense and it's quite reasonable the character should be able to do something else e.g. move to a different foe and attack it instead, or chase the Orc that just ran away.
If I know the two characters share an obscure language I generally assume they'll be using that for such asides, and unless the king or any nearby courtiers also happen to know that language then there's no consequence.
That said, in my game the players would usually pass a note for something like this instead of saying it out loud.
I can only go by what people say. And lots of people today talk about how absolutely essential illusionism, quantum ogres, and "invisible" railroading are for gaming. To the point that I have been point-blank told by at least two different people, on this very forum, that literally all DMs use illusionism, literally all the time, and that it's a profound but unavoidable sadness when the illusion finally breaks and players realize they've been led around by the nose the whole time. (Different phrasing from each person, of course, but that was the gist.)That’s the opposite of my experience.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.