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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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="pemerton" data-source="post: 7922061" data-attributes="member: 42582"><p>This is where framing and "secret backstory" (ie elements of the fiction as understood by the GM that are not shared by the players) become crucial.</p><p></p><p>If a player declares <em>I seem to recall Evard's tower is somewhere around here, isn't it? </em>and then suggests a knowldege check to resolve the matter, what are the ranges of permitted GM response? (And let's assume that the player's suggestion is consistent with general tone, genre and established fiction, so there isn't a need for the GM or other participants to police it from a coherence/appropriateness perspective.)</p><p></p><p>Is there a difference between the GM saying (for instance), and without a roll, <em>You don't know</em> and <em>No, we're not doing Evard's tower at this point</em>? I think there is.</p><p></p><p>The second is upfront assertion of GM control over backstory and situation. Of course, if the system being played allows for knowledge checks to be used by a player to control, or at least influence, backstory and situation then the second, while upfront, is still clear force contrary to the rules of the game. (And I take the actual example from the Burning Wheel game where I'm a player, and I declared the action for my PC's offsider, and then made a Great Masters-wise check, and succeeded - with the result that we made our way to Evard's tower! It would have been flat-out wrong for the GM to exercise force in lieu of allowing the check.)</p><p></p><p>The first to me smacks of an illusionistic version of the second. (The more extreme illusionism would be to allow the check but give the same answer regardless of the result.) The GM is controlling the shared fiction but presenting that control in "in-fiction" terms. Do this enough for various sorts of action declaration and the result becomes something like a railroad. On the other hand, I think it's in this thread that [USER=6696971]@Manbearcat[/USER] flagged the fact that some players/participants are perturbed by clear procedures and upfront answers. They may not want the (immersion-breaking?) response W<em>e're not doing Evard's tower</em>. For those groups GM force I think is inevitably going to figure prominently in resolution.</p><p></p><p>There have been posts saying that force might be used when the rules themselves don't give the experience desired, or when it's not appreciated that they do. But if the experience desired includes never knowing the actual reason why the GM makes decisions (like <em>we're not doing Evard's tower tonight</em>) then there may be no way out of force for that group. For my part, the only satisfactory RPG experiences I think I've had using such an approach are CoC one-shots.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7922061, member: 42582"] This is where framing and "secret backstory" (ie elements of the fiction as understood by the GM that are not shared by the players) become crucial. If a player declares [I]I seem to recall Evard's tower is somewhere around here, isn't it? [/I]and then suggests a knowldege check to resolve the matter, what are the ranges of permitted GM response? (And let's assume that the player's suggestion is consistent with general tone, genre and established fiction, so there isn't a need for the GM or other participants to police it from a coherence/appropriateness perspective.) Is there a difference between the GM saying (for instance), and without a roll, [I]You don't know[/I] and [I]No, we're not doing Evard's tower at this point[/I]? I think there is. The second is upfront assertion of GM control over backstory and situation. Of course, if the system being played allows for knowledge checks to be used by a player to control, or at least influence, backstory and situation then the second, while upfront, is still clear force contrary to the rules of the game. (And I take the actual example from the Burning Wheel game where I'm a player, and I declared the action for my PC's offsider, and then made a Great Masters-wise check, and succeeded - with the result that we made our way to Evard's tower! It would have been flat-out wrong for the GM to exercise force in lieu of allowing the check.) The first to me smacks of an illusionistic version of the second. (The more extreme illusionism would be to allow the check but give the same answer regardless of the result.) The GM is controlling the shared fiction but presenting that control in "in-fiction" terms. Do this enough for various sorts of action declaration and the result becomes something like a railroad. On the other hand, I think it's in this thread that [USER=6696971]@Manbearcat[/USER] flagged the fact that some players/participants are perturbed by clear procedures and upfront answers. They may not want the (immersion-breaking?) response W[I]e're not doing Evard's tower[/I]. For those groups GM force I think is inevitably going to figure prominently in resolution. There have been posts saying that force might be used when the rules themselves don't give the experience desired, or when it's not appreciated that they do. But if the experience desired includes never knowing the actual reason why the GM makes decisions (like [I]we're not doing Evard's tower tonight[/I]) then there may be no way out of force for that group. For my part, the only satisfactory RPG experiences I think I've had using such an approach are CoC one-shots. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
Top