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lowkey13
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*Deleted by user*
But it's still force-free 96% of the time.@lowkey13
Let me try to distill my premise into something pithy and maybe this will reveal the machinery of the purity test (and, of course, you know that “purity” here doesn’t mean “lacking badness”).
TTRPG Instantiation 1 features starting conditions A and 100 parameters (conflicts). At none of 1-100 is GM Force introduced to change the outcome of the conflict/parameter. Every moment of the gamestate and the ultimate end of the gamestate bears no “Force Noise.”
TTRPG Instantiation 2 features the same starting conditions A and 100 parameters (conflicts). At conflict/parameter 12, 39, 64, and 92, Force is introduced to alter/dictate the outcome of those particular sequences of play. Now that is only 4/100 conflicts/parameters.
Not necessarily.My contention is that, despite it being a very small number of instances of Force, the 1st order and downstream effects are going to change all of the gamestates from 12 onward, and the ultimate gamestate as well (possibly significantly so).
That is why I’m calling it binary instead of a continuum. Obviously, more or less force (in quantity and potency) will affect the instantiation, but that isn’t relevant to my point. My point is that instantiation 1 will not be reproduced in trajectory, outcome, and agency distribution by any instantiation where Force is introduced (UNLESS more Force is introduced to Curve Fit the new instantiation with 1...which of course will perturb things again and impact the agency distribution...so...no).
There's various systems I can't speak to from play experience, but there's some I can.@Lanefan and maybe one or two others are asserting that A-type systems are incompatible with player agency, but without actually ever having played such systems, or even read them as best I know.
Meh - my angels jumped off a while ago, and are now down in the pub having a beer.That is angels-on-the-head-of-pin territory.
This question you've posed above seems to presuppose something about TTRPGs:
Game systems are discrete tool-kits meant to be deeply curated, to taste, mixed/matched in a modular fashion by x (typically the GM, but sometimes the group).
This zeitgeist seems to be so deeply embedded in the D&D cultural fabric that people just take it for granted that "this is the way, the one truth."
A lot of it also seems to be that more players are less "social outliers" than in the past; the hobby still isn't mainstream, but at least isn't instant social pariah for gaming.I think, over time, there's been a growth in the number of systems available, and an improvement in the design of systems, in general, that helps to support the increased emphasis as RAW/RAE, and a bit of a decline in retooling systems.
Sounds like you weren't the one being bullied in the 'hood. "Is my sister pretty?" from a black kid to a white one in a black neighborhood was an intentional mine placed before the white kid, so as to excuse the beating of the white kid when asked what triggered the fight... My childhood included a lot of running from bullies because I couldn't navigate the 1970's ethnic violence triggering social minefield.It's rare, however, that a social interaction is going to have as direct and immediate influence on the health and-or functionality of your character as is combat.
Exactly. Stop here and we're all good.![]()
Not always true. Many a GM said, "If it's on your sheet, it counts"... and so if you chose not to play the angry, you got docked a chunk session XP. But if you played it, you got a bonus chunk. So, while it's entirely your choice to add that or not, the GM is (at least in AD&D onward) entitled to enforce it with XP awards/penalties.There are also three ways of handling this I'm aware of; the D&D way, the GURPS way, and the Fate way. That's the order they appeared in the gaming community in and the games I believe represent the styles. It's also IMO worst to best.
In D&D if I have a character who struggles with unfathomable anger that's entirely a player choice. And if I do something with this flaw it's because I the player have decided to, and have decided to do something that's inimical to the interests of the wider group. By roleplaying this I am being anti-social and sabotaging the rest of the group while showboating. (@Manbearcat would call this the player having their say, above)
Bribery? Might as well say the GM in D&D is bribing the players with gold, magic items, and XP! Is the GM in D&D bribing you when you get Inspiration for playing to your Ideals, Bonds, of Flaws?
Extortion? The problem with extortion is that it isn't consensual.
In Fate... you make up the Aspects. You're setting allowed places where the GM has a hook to play with. And, you can negotiate about using that hook each time!
Many of the people claiming to dislike it after playing it cite reasons that are explicitly against the RAW, so it's clear they haven't played the game as written.IME, people that like FATE really, really like FATE.
And people that don't can appreciate it, but don't care for it.
Unfortunately, the people that really, really like FATE seem to think that the people who don't like FATE just haven't played it enough, haven't played it right, or just need it explained again.
Hold on. Someone said FATE .... Fate .... FATE .... darn it, is it supposed to all-caps because of the acronym? Or is that just annoying?
So someone said FATE is a system best enjoyed by ruthless power gamers?
It's not hard to use Fate to do a strong GM driven story... provided all you plot out are the encounters, not how they should end... For example, plan the encounter where the Camel Dealer has the information they need. He's got his aspects... and the players interact with him to get the information... but the GM plans for the 4-5 most common ways... and makes note of who later will be affected by various approaches. Beat it out of him? NPC 13 is going to have a grudge against the PCs. Bribe him? NCP 12 changes his Nth aspect to "I can be bought, too!"...That being said, I think your last line is very telling of the mindset you've brought with you. Your trouble isn't something you should see as the GM using to hose you, but rather something that you've chosen to hose yourself. Of course, I apparently have an idiosyncratic view of FATE, [...]
Lion Rampant published Ars Magica in 87, and it's chock full of Marc Rein•Hagan's story-first mentality.2nd Edition AD&D came out in 1989.
White Wolf games was founded in 1991, and Vampire: The Masquerade came out that year, 1991.
Did someone from TSR travel ahead a couple years in time, to co-opt rules that hadn't been published yet?
It's secret until the players find out about it. If the exemplar mentor turned werewolf disappeared without the characters' knowing why, and then find out the new werewolf is the mentor... it was a secret bit of backstory - the why and where - which may be based upon the player having chosen to have lost touch with the old mentor, leaving the GM room to push buttons and make decisions about backstory...I guess my first question is how is this secret backstory? If the PC discovers it (by whatever mechanism) it's not secret!
Because many of us realize that the agency you claim is in older games is often an illusion in the game as played. If one accepts Gygax Rule 0 (The GM is always right, and can mod rules on a whim), your agency ends wherever the GM decides, including the potential of telling you how your character feels about something!There's various systems I can't speak to from play experience, but there's some I can.
Social mechanics in 3e D&D (and 3.5, and PF, and games based on those), the existence of which mechanics in my view make them A-type systems, can and do trample the aspect of player agency that has to do with - absent external control mechanics - playing one's character as one sees fit. The rub here is that the game doesn't really make this clear until you're already into it.
Some mechanics in other games seem explicitly geared toward denying player agency in how one plays one's character; perhaps on the assumption that's what you've signed up for when you agreed to play that game.
What boggles my mind there is that someone would ever sign up to play a character using a system where, in the end, you can't play your character in the manner you want to.
Meh - my angels jumped off a while ago, and are now down in the pub having a beer.![]()
I didn't have time before to respond to @Manbearcat, but you've actually helped sum up that response. I agree Force can be damaging to a game where everything is character focused. If the GM is Forcing a character outcome, that feels bad all around. But, that wasn't the conjecture as I understood it, but rather that you can have character arcs in a game with GM Force. I still think this, because you can have Force existing in areas that aren't about character choices and not have it in places it doesn't. People (players) can have multiple tiers of acceptable interference whereby you can have a social group that accepts certain applications of Force and doesn't accept others. Force is not a all or nothing affair, but it's often treated that way.The issue with GM Force from my perspective does lies more in its implication then the act itself. It pretty much kills any meaningful unity of purpose. Instead of following these characters down their path where ever it might lead you are exercising your will. When GM Force is on the table at any time that means it is always on the table and choosing not to employ it is a willful act.
For me this is not too big of a deal when playing a more plot focused game, but in a character driven game that focuses on who these characters are as like people there is a certain amount of vulnerability involved. When the things at stake are more personal picking and choosing outcomes based on what you want to have happen runs the risk of taking advantage of that vulnerability.
I had to read that twice, but I think I have it.
The fundamental issue is that ... people use terms in different ways. It's like a battle over what something means, as opposed to observing what things are ... and because people are using their own jargon to develop their own theories, they don't see that their specialized cases are not applicable to others.
I keep seeing examples throughout this thread (and, for that matter, in any lengthy thread on the subject here), usually involving "angels on the head of pin" discussions about what DM Force, of DM decides, or Player Agency really, really, really means.
Because the viewpoints of people contesting the jargon are not orthogonal; they are diametrically opposed.
Too abstract? Let's make it concrete.
A: Player Agency is best accomplished through rulesets that allow specific rules to determine what the PC does. In other words, the use of specific and constraining rules regarding social interactions, or how the PC acts in certain circumstances, allows the Player to make informed choices given that they have adequate knowledge of possible outcomes.
B. Player Agency is best accomplished by allowing the Player complete freedom to determine the inner processes of the player (outside very limited circumstances). Rules that would force the PC to do something are a codifiction that prohibits player agency.
These are 100% completely different viewpoints that cannot be reconciled, and yet they are debated, ad inifinitum, every single time one of these threads comes up. You can apply the same test to most of the jargon being used. Such as, in your example, DM Force. To me, the concepts that you think are "DM Force" I don't necessarily view as such.
More often than not, these meta-theories about game play that employ this jargon are not used to improve the game experience for a table, but to justify the gamestyle one is already playing, and to denigrate the gamestyle that other people play. Not you, by the way. Not singling out you. You are always more than reasonable.
So instead of people having conversations about the games they play and what it means for them (and why they like them), they end up having arguments about what "player agency" is, which is really just a veiled attempt to BADWRONGFUN and ONETRUEWAY.
Moving this to your particular case, I don't agree that it's binary, because I don't agree with the conceptions you use of DM Force; but that's okay. I respect that you think deeply about this, and that you care about your players and the games that you run.