grendel111111
First Post
This is not true.
First, Gandalf didn't discover a "pre-authored" truth. Putting to one side JRRT's conceit that divine creation of the world is akin to authorship, Gandalf was not living in a book. He was living in a world like ours. He discovered a truth, but it was not an "authored" truth.
The analogue to this in an RPG is, as a player playing one's PC, learning a new fact about the gameworld.
Let's stick with the LotR example. Gandalf's player declares in character "I believe this is the One Ring - what else would explain the Dark Lord's increasing interest in the Wilds west of the Misty Mountains? If I'm right, it won't grow hot in the fire, and Black Speech runes will appear when it's hot," and then says "I throw the ring into the fire!"
In BW, this would be resolved as a Rings-wise check, with an augment from Dark Lord-wise or some similar knowledge skill reflecting the conjectured link between the identity of the ring and the movements of evil forces.
When the check is made and resolved - if successful, the ring is the One and behaves as predicted, if not then it is not the One and the GM narrates something else appropriate ("fail forward") - the players, in character, learn something new about the gameworld. They didn't choose it - the dice did that. It was not under the players' control.
It's true that Gandalf's skill in ring lore made him more likely to be right than would otherwise be the case, but that is entirely appropriate - when a person skilled in ring lore sincerely conjectures that a particular ring is the One, it should be more likely that s/he is right than when an unskilled person does so. In this respect the non-pre-authorship approach deftly solves the problem of how to reflect knowledge skills in play other than by playing 20 questions with the GM. (I think [MENTION=27160]Balesir[/MENTION] already made this point upthread.)
What is under the player's control is forcing a determination of a particular issue. By declaring that the ring is thrown into the fire, Gandalf's player forces the table to address the question of whether this ring is the One, and forces the generation of some answer within the fiction. But forcing things to be authored is not the same as authoring them.
To give a parallel example: the key for a classic D&D dungeon might have one room labelled as the orcs' barracks, with a notation that 30% of the time the orcs are sleeping and so make no noise, but 70% of the time are carousing and so can be heard via listening at the door, with a +10% bonus to the chance of success. A player, by declaring that his/her PC listens at the door, forces the GM to roll the % dice and find out whether the orcs are sleeping or carousing. But no one back in 1977 ever thought that this meant the player was authoring the gameworld and hence not learning a truth beyond the PC's control.
What I am arguing against is one particular contention, namely, that GM pre-authorship is a necessary condition of an objective, consistent, etc gameworld (different posters use slightly different terminology) which the players, as their characters, learn about rather than create.
That claim is not true. And it is an attempt to present what ispurely an aesthetic preference (for pre-authorship) as if it rested on a fundamental truth about the metaphysics of fictions and their creation.
Let me start by saying... very valid approach, I see how it goes in your games.
So lets look at an alternative:
1) DM knows if it is the ring or not but players have no idea. (This could be preauthored long before during world creation, decided when the ring was found, or rolled for when the player said they wanted to investigate the ring).
2) Gandalf suspects it is the ring and so uses knowledge (evil ring things) to get information.
3) If successful he discovers that the ring might be the one ring and you should throw it in the fire to check. He does it and the one ringness of it is discovered or disproved (continue as your example above of it either being or not being the ring.).
4) If unsuccessful he does not know how to determine if it is the one ring and so must now go and research or quest to find the answer. (this is what happened in LOR).
5) Having gone on a quest and discovered that you need to throw it in the fire he returns and does just that (but now time has passed and the dark lords power has increased). (note this could take a very small amount of table time, but might shift in game time forward a large amount of time). Proceed as above in your example of it either being or not being the ring.
Going from the premise that both approaches are fine and valid here are the differences I can see.
In Pemerton's example:
Gandalfs player determines the way to check the one ringness of the ring.
If it is the ring or not is determined by Gandalfs skill in Rings-wise check. If he is good at knowledge then it is the ring. (If his knowledge roll is bad it is either not the ring or is not determined).
There is no room for "you are knowledgeable and so know it is not the ring". I realise that from your point of view that would be an undesirable outcome, but it's one I like to have there.
In the second example the players are just as in the dark about if it is the true ring, The difference is that the DM knows. But the DM knowing does not reduce the dramatic tension of the game for me. Just like the DM knowing how to circumvent a trap without triggering does it, does not diminish the tension of the trap for the players (who need to discover it for themselves).
I think that the key to doing either approach well is that "it's the way you enjoy playing".