I prefer to be more of a narrator, sometimes as simply the "voice of god" putting ideas into their head
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I really feel like 4e gives that to me more than any other edition. Very little GM force is needed to turn it's wheels.
Yes, I can relate to this.
I suppose I fight so hard in favor of the concept because it represents a very real thing that I have experienced, and being told, "No, it isn't" just kind of gets under my skin.
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I guess I'm just asking for at least a little recognition that experiencing "dissociation" happens to many players
At least for my part, there is no doubt that some players experience "dissociation". My concern, though, is whether this is a
mechanical phenomenon or a
psychological/experiential phenomenon. And it seems to me that it is the latter - ie a certain sort of experience that some players have when using martial metagame mechanics with karmic rather than fortune resolution.
But exactly the same mechanics don't cause "dissociation" in other players - ie don't stop them inhabiting their PC and playing the game from their PC's perspective.
For instance, on the idea of CaGI (or some other martial power) signalling an opening that the PC exploits - when the power is used, the player need not be thinking of the situation in a god's-eye, narrative fashion ("I hereby declare that an opening is available for my PC to exploit"). It can be thought of purely in an in-character first-person fashion ("Now I do my clever move that beats my opponent") - in other words it's not just about exploiting openings but about creating them - making your own luck through your ability to project your will (via skill, bravado, etc - all the typical elements of a high fantasy warrior) onto the situation.
I agree the player will be thinking things the PC isn't - like "Should I use my encounter power now?" But the player is always thinking things the PC isn't, and having regard to them in making decisions.
The auto-success of CaGI doesn't give the target an even break.
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Try using it much on your players and see how well they enjoy being sucked into close contact automatically. I suspect you'll get complaints.
that, not anything to do with the supposed disassociation on behalf of the PC is why they erratad it.
I'm with Neonchameleon here. Whether or not one approves of karmic resolution for CaGI - and pesonally I do, and at my table we use the pre-errata version - it has nothing to do with "dissociation".
As for whether the players would like it - of course there are interesting sensitivities there! But I'm sure the players generally wouldn't like it if you did your quickie-estimate resolution in lieu of mechanical resolution against them either, even if the numbers stacked up in much the same way as they do when you narrate rather than resolve PC victory against NPCs. But CaGI typically isn't used against PCs. And at least to me, there's no parity between player agency - which is exercised primarily via the PC in an advocacy role - and GM force, which is exercised primarily via framing and adjudication, not via adopting the advocacy role in respect of any particular NPC. (In fact, it is fairly common for advice for new GMs to advise against confusing the GM's role in respect of NPCs with the players' relationships with their PCs.)
[MENTION=22779]Hussar[/MENTION]'s interesting comparison to the NPC-only status, in many RPGs, of certain forms of social action resolution is also interesting here. I think a comparison of CaGI to classic D&D's morale rules, which apply to NPCs/monsters but not PCs, is quite an illuminating one.
If you're not "telling a story" what are you doing when you're playing D&D? AFAIK D&D is a form of cooperative improvisational storytelling (among other things).
As [MENTION=49017]Bluenose[/MENTION] said, I'm playing a game, the result of which is a story. And part of the point of which is to generate a story. But not by cooperatively telling a story. (Indeed, as I understand it, the whole point of indie-style narrativist mechanics is to yield an engaging fiction without anyone have the job of telling an engaging story.)
An additional complexity here is the move from "the DM's story" - which is the phrase you used that [MENTION=27160]Balesir[/MENTION] and I picked up on - to "cooperative improvisational storytelling". If the GM is allowed to suspend the action resolution mechanics to narrate something that suits the story, do the players enjoy the same privilege? One feature of what one might genuinely call "story games" is that they
do allocate this power among the participants, rather than confine it just to one participant. Conversely, a game like Call of Cthulhu in which one participant enjoys a type of narrative power that others lack (eg the GM can set the terms of the sanity that PCs suffer, and hence exercise a high degree of control over what the PCs do - there is only limited player agency in CoC) is in my view properly characterised not as cooperative storytelling, but rather as an RPG with a high degree of GM force.