Fighters vs. Spellcasters (a case for fighters.)

I guess, looking at the wizard example above, is why bother? Why would you put a wizard in the town where the players can sell their loot, and then have the wizard unavailable and then be coy about why he's unavailable? Isn't that a whole lot of work for nothing?

I don't know whether it is a bunch of work for nothing, a plotline in the making (perhaps we can locate this wizard, or alternatively maybe we should seek another buyer for our loot), future foreshadowing or something else. Just because the first idea we had fails to resolve in the exact manner we had hoped, do we toss up our hands in despair? That isn't proactive play, it's "my way or the highway" gaming. Proactive play would be acknowledging our first approach did not work and deciding what to do next. Perhaps that’s seeking another buyer. Maybe it’s gathering info on the wizard from other sources. Or it may be moving on to some other matter the players want to investigate and checking back on occasion to see if our buyer is back.

The players have gone to see the wizard for a reason. They want to sell this loot. Obviously they are there because the DM has indicated that the wizard is actually in this town. It's not like the players have decided, on their own, that there is a wizard in this town that will buy their loot. So, they use the information given to them by the DM to make plans. But, then they have these plans foiled completely arbitrarily because the DM has decided that the wizard is "busy".

The players don’t get to decide that their buyer is available, nor that he is interested in buying this loot. It appears we have accepted, in this game, that buying and selling magical loot is not a basic, mundane event, but gets played out. So, logically, we play it out.

What a major PITA. It's such a huge waste of time at the table. Why bother?
The players want to rescue the Princess, but there’s a swamp to cross inhabited by dangerous creatures, and a labyrinth in which the Dragon who holds her captive lurks. What a major PITA. It's such a huge waste of time at the table. Why bother?

Facing challenges is not an impediment to the game – it IS the game! You seem to want to dictate the nature of each challenge faced, and the manner in which each challenge will be resolved. How, exactly, is that superior to a GM who dictates the adventures the PC’s must undertake and rejects any possible approaches save the one he has preordained will happen?

I guess that's my problem here in a nutshell. The DM is arbitrarily blocking player actions. Why? What's the point? It's so disheartening to a player to actually try to be proactive and then have their ideas shot down in flames presumably because it doesn't fit with the DM's pre-ordained plot. No thank you. I don't want to play that way anymore. Pro-active players should be rewarded, IMO.

I agree they should be rewarded. I do not think “my first idea did not bring immediate and total success so I quit” is proactive play.

And, note, we're also talking in context of the DM limiting caster power in order to achieve game balance. This isn't a thread about problematic players or DM's. It's about whether or not it's effective for DM's to be that heavy handed when achieving game balance.

When we point out the actual rules as written do not overpower the caster in the manner you suggest, you classify this as a heavy-handed limiting or nerfing of the caster’s power. It is not. It is limiting that power to the power the rules actually provide. Just as the Fighter does not get to declare “I cleave the orc’s head from his shoulders with one deft swing of my sword”, but rather must roll to hit and damage, the Wizard does not get to decide that Charm Person overrides all other duties and common sense of the Chamberlain, but that it makes him Friendly as that term is defined in the rules, that the spell can be detected like any other spell, and that NPC’s react to having their free will overruled much the same way PC’s would.

But, Ahn, as the saying goes, the plural of anecdote is not data. The three people you've met (or however many it is) who share your preferences doesn't really say anything at all.

Your own experiences are also anecdotes, not data. They say no more than Ahn’s experiences or my own. No less, I agree, but also no more.

So, treating the NPC as a "living breathing person" is completely pointless to me. I have no interest in it. The NPC is a plot device, same as every other NPC or element in the game. "World building" is what you do when you want to write a novel that's probably about a thousand pages longer than it needs to be.

As a player or a GM, I have no interest in a game world that exists solely to provide whatever the PC’s find convenient today. The obstinate chamberlain or missing wizard is as valid a challenge as the Dragon guarding the princess. It may be that the chamberlain is beyond our present ability to persuade, the wizard beyond our current ability to locate and/or the Dragon too powerful for us to defeat in combat. If so, we must explore other approaches – that is, be proactive rather than just expect whatever we attempt to be successful because we are PC’s and thus should never fail to accomplish our goals with the first approach we think or, or even have our desired results delayed, for any reason.

See, I've done almost exactly what you're talking about. Some years ago, I ran the Scarred Lands Mithril campaign setting. In Mithril, a large city, there is a famous sage. In the text of the setting, it says that the Sage is very busy and it typically takes months to get an appointment to see him. The players discovered a threat to the city and decided that the sage was the best place to discover how to deal with the threat. At least it was an excellent place to start. So, they tried to see the sage, only to be turned away.

The group then spent about two hours of table time trying and failing to see the sage and getting more and more frustrated with every attempt, to the point where they were finally just going to kick in the front door before the session ended and cooler heads prevailed.

Since then, I realised that this entire fiasco, where no one had any fun, was entirely my fault. I was more interested in protecting the setting than in the group.

See, to me, proactive players would consider what alternatives they have to seeing the Sage. And a proactive GM would have considered other approaches the PC’s could take, rather than letting them beat their heads against a brick wall until they become so frustrated they take foolish actions out of character for savvy adventurers of whatever moral stripe these PC’s happen to be. The sage does not have to be there, but there need to be other alternatives for the players to consider.

We came very close to ejecting the DM the last time he did it in our Dark Sun campaign where it became painfully obvious that he didn't really have any idea of what we should do next and we were left flailing around aimlessly.

What happened to that proactive play where the players chart their own course, and are not lead to those activities that the GM thinks they should do next?

But, to me, when DM's start treating NPC's and the setting as more important than the players and the PC's, that's a recipe for failed campaigns.

Emphasis added – and with that emphasized, I agree. But I also find a game where the setting and NPC’s lack any colour, personality or life of their own to be a boring recipe which will also fail. Both the players/PC’s and the setting/NPC’s are important to a good game.
 

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Now some aspects of this that are not considered are that
wizards in particular, perhaps due to their ego and power are
usually semi-antisocial and most likely to be feared and distrusted
by the community and society.

How do the actual game RULES leverage this into mechanical balance?

In addition wizards are physically not as strong,
which does have a major impact on survivability,
particularly in the levels to 10.

The wizard stops playing the game of attrition by this point. Remember that Charm Person can take someone out of a fight immediately...so it essentially does infinity damage.

Another factor is the pyramid shaped scarcity of wizards by level.

The number of wizards of a given level is largely shaped like a
pyramid so that the higher the level, the less number of
wizards of that level exist so a 10th lvl wizard might exist
in a medium sized town but a 15th lvl wizard might only
exist in a much larger area and likely very few of them
would exist what to say of anything beyond that.

The scarcity of wizards is governed by another factor,
since the wizard is a knowledge based class and as
everyone knows in the D&D world of the middle ages
knowledge and learning were restricted to a few, the
wizard will most likely need an aristocratic background to
be able to acquire that knowledge and learning and
advance. Not something available to most people, but
only a select few individuals of aristocratic background.

Now different rule systems regard magic and spell casting
may exist, but it is not the case that a wizard is
able to use all of his spells at one, and the need
for scarce use of his prepared spells in a day
further limits his ability to be the dominant force
all the time or even most of the time.

How do the actual game RULES leverage this into mechanical balance?
 

A theoretical and hypotethical 18th lvl wizard or above
might be very powerful but the likelihood of one even
existing are pretty slim not to mention the tendency
of wizards towards isolation and becoming anti-social.

How do the actual game RULES leverage this into mechanical balance?

Another factor which in the psychology of wizards
is ignored is their tendency to go mad with delusions
of power and grandeur which is a very common trait
among them, particularly as it is reinforced by their
tendency towards isolation and becoming anti-social.

Their lack of contact with reality might lead them to
exaggerate their own powers.

How do the actual game RULES leverage this into mechanical balance?
 

While all wizards might not be the archetypical wizard
who has delusions of power and grandeur,
I would they their class as a whole has a tendency towards
such a thing.

Particularly as they gain in level and therefore
believe that they can bend reality to their will
and see other people as instruments created
to fulfill their purposes and goals.

How do the actual game RULES leverage this into mechanical balance?

Not to mention the tendency towards isolation
particularly from society which manifests itself
in the wizard profession as a result of the nature of
the class itself (requiring much study in a library or so)
and also from the general mistrust towards magic-users
which does to some extent exist in the society of a D&D
world.

How do the actual game RULES leverage this into mechanical balance?

Not to mention that this distrust by society is further
reinforced by the tendency to see wizards as holding
the common man (considered to be most members of society) in contempt and being skeptical of and not adhering to the religion of the society.

How do the actual game RULES leverage this into mechanical balance?
 

Power which is the basic question between classes in the
D&D world depend on a lot of things.

For example, in the D&D world of the middle ages,
the basic form/structure of government is monarchy.

There is usually one religion to which conformity is
expected to be an accepted member of society.
Non-conformity means expulsion and banishment.

Wealth, aristocratic titles, barons and so forth are
another form of power.

Similarly common law (not the English), and the traditions
of the community are another.

In this world of feudalism and a knight owing
fealty to his lord.

Now a fighter and wizard exist within this world.

Now all classes have a social rank, and
fighters also do not necessarily think, plan
and fight alone.

Unless a wizard is considered to be one of the preceding
powers mentions such as a wealthy baron.

Although a wizard in this world could also be
considered to be a new force such as innovation
and an innovator for example Johannes Gutenberg
the inventor of the printing press or a force
which disturbs this feudal balance through some
innovation ushering in a new age.

How do the actual game RULES leverage this into mechanical balance?
 

Well It seems pretty much like dogma so I will leave it there, although I will say that whether a class is powerful or weak or dominates the game depends on the DM and how powerful he allows the class to become. I don't think there is anything absolute about it, but since such a suggestion is received with so much hostility I don't think there is any point in arguing. I think that whether a class breaks the game or not depends on whether the DM allows it to, not something inherent in the game. But since any questioning of that assertion regarding fighters and spellcasters is received with so much hostility I will not bother making any more posts in the thread and simply consider this matter resolved or dropped.

So your argument got spanked and now you're running away like a coward?

Admit you were wrong, you piece of garbage.

Mod Note: Nobody reply to this, please. This is completely unacceptable behavior, and will not be tolerated. ~Umbran
 
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But, Ahn, as the saying goes, the plural of anecdote is not data.
True, but the singular anecdote is definitely not data. Are there any data that back up your rather radical and unique perspective? If so, you've never presented any.

The three people you've met (or however many it is) who share your preferences doesn't really say anything at all. Believe me when I say that there are people who do not view D&D as a world building engine. We really do exist. Trying to blow it off by saying that you've never met anyone only really tells us how limited your experience is.
More like three hundred. Of course, my experience matches the conclusions of the people who wrote the game and did all that fancy research. For example, the books note that a racial bonus to Strength is worth double anything else, and one common thread about actual balance problems that 3e creates in play is that they revolve around high strength. Half-ogres, frenzied berserkers, even the rare examples of legitimate caster issues like Divine Power and polymorph abuses all revolve around high strength, because it isn't a trick and it's reliably effective. Every actual analysis I've ever read of 3e, from what WotC put out in its various DM books to Trailblazer to chatter on its own forums agrees that "spine numbers" are what matter and that the various martial classes, despite some legitimate need for revisions, have numerous fundamental advantages.

It was also a constant throughout my local rpg community from 2e through 3.0 to 3.5, regardless of rules. Fighters and rangers are top dog heroes, rogues/thieves are the thinking man's character, playing a cleric is something of a type B choice for someone who just wants to talk and help others without having much responsibility, and playing a mage/wizard is for a certain adventurous type who likes poring over spell text for hours and doesn't care if people laugh at him when his character dies. I've literally never run a single campaign where a cleric or wizard was the most powerful character, and my own best PC was my rogue, not my cleric, my sorcerer, or my druids.

Of course, around 2008 all the stores closed and the community became a lot less communal, but even these days with the people who haven't switched games or quit rpgs altogether and are running modded 3.X (PF is for old people), the conclusion has remained the same. Suggesting that martial characters aren't the best is a joke, at least among Gen Y in my geographical area, though from what I can tell there are online forums full of old-schoolers that feel the same way.

But all the companies who've done analyses and playtests and made attempts to revise the game (like TB and PF) found pretty much the same thing that I have and acted accordingly.

So, treating the NPC as a "living breathing person" is completely pointless to me. I have no interest in it.
But then what interest do you have in a roleplaying game? Seriously, if those little stat blocks don't on some level represent a person, what is the game that you're playing? To me, it sounds like what you have no interest in is D&D, which is fine but certainly doesn't suggest that you should be complaining about it.

It's right there in the name: non-player character. Not plot device. Not prop. Character.

But, to me, when DM's start treating NPC's and the setting as more important than the players and the PC's, that's a recipe for failed campaigns.
The only lesson I got out of that is that a lack of imagination is a recipe for failed campaigns.

When we point out the actual rules as written do not overpower the caster in the manner you suggest, you classify this as a heavy-handed limiting or nerfing of the caster’s power. It is not. It is limiting that power to the power the rules actually provide.
Someone ought to publish the "tier system of classes' effectiveness in actual play". Magic really just isn't that great.

See, to me, proactive players would consider what alternatives they have to seeing the Sage. And a proactive GM would have considered other approaches the PC’s could take, rather than letting them beat their heads against a brick wall until they become so frustrated they take foolish actions out of character for savvy adventurers of whatever moral stripe these PC’s happen to be. The sage does not have to be there, but there need to be other alternatives for the players to consider.
Gasp!

What happened to that proactive play where the players chart their own course, and are not lead to those activities that the GM thinks they should do next?
Well, nothing happened to it, for most of us.
 
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the point of any spell or skill or rule is not to give a player the ability to dictate any part of the narrative.
it's for the DM to decide what's in the world and how people behave.
I think it's obvious that the truth of these claims is highly variable across playstyles. For instance, it is clear that Gygax thought the point of the combat mechanics was to enable the players to help dictate a certain part of the narrative - namely, who is dead and who alive. (That is the nature of a wargame, after all, and the combat mechanics of Gygaxian D&D were conceived of along the lines of a wargame.)

I think Gygax also thought that the purpose of divination magic was comparable - hence he included failure chances in the Augury, Contact Other Plane and Divination spells. Those failure chances would be completely otiose if the GM was always free to disregard them and give any old response to the spell casting depending on what s/he thought was "good for the story". If the spell does not fail then the player, by casting it, has dictated part of the narrative - the GM is obliged to provide true information in accordance with the spell parameters.

I think the social rules in Gygax's DMG are similarly intended to allow the players to dictate the narrative - otherwise, what would be the point of Gygax's comments that a skilled player, by treating his/her henchmen and hirelings well, can ensure loyalty?

The searching rules are more ambiguous, because there are conflicting indications as to how exactly the mechanics are meant to work, and exactly how they relate to free roleplaying of searches based around fictional positioning of the searching characters. But even when we turn our attention to free roleplaying based on fictional positioning, it is clear that the players in a Gygaxian game have authority to dictate some elements of "what is in the world". For instane, if the GM describes the antechamber in which the players are waiting to meet the king, and tells the playes are served cups of tea, it is open to a player to say "I throw my cup to the ground", thereby brining it about that the gameworld contains one less cup full of tea and one more broken cup and puddle on the floor.

What about charm magic? When you look at Gygax's discussion of charm magic in his DMG, as well as the example in the Suggestion spell in the PHB, it is clear that this sort of magic does permit the players to dictate elements of the narrative, although it is also clear that even back in the late 70s the spells were headache-causing - hence the attempt to put parameters around these spells (which would have been better off included in the PHB, it seems to me). I would think this is mostly because the spells were designed initially for dealing with dungeon encounters - they grantted (i) an alternative to blowing things up with fireballs, and (ii) a way of recruiting extra muscle - but as the scope of the game expanded to include social and political dimensions to play they became obviously overpowered.

It is only in what I characterised upthread as "storyteller" play - which appears as the default D&D playstyle in the 2nd ed rulebooks - that the players have no role in shaping the narrative via deployment of the mechanics. The mechanics become more like another source of colour, rather than methods for resolving situations so as to determine ingame consequences.

I think the gaming culture overemphasizes player choice. The DM knows what's going on in the whole world, and he determines the tone of the game and the goals of the campaign. Soliciting player input can be great, but it's important that he make sure that no one is blatantly outside of his vision for the campaign
This is also very playstyle dependent. For instance, consider the advice in Burning Wheel (revised rulebook p 265):

When setting up a Burning Wheel game, the GM and the players come to an agreement about what this story/scenario is going to be all about. Essentially, they decide what type of game they want to play. Get all the players and GM on board with this concept. . .

Get this game concept out in the open right of. Sometimes, players will just have a concept for a character he [sic] wants to play. . . Pay attention to them.

<example about Danny, a player, wanting to play a lizardman priest>

There wasn't any Faith in my original concept, but I immediately modified it so as to incorporate Danny's ideas.​

There is no reason that D&D can't be played in this fashion also: ie the group collectively determines "the tone of the game and the goals of the campaign". I would even go further and say that, in general, I prefer it when the players determine the goals of the campaign, which follow from the backstory and goals that they come up with for their PCs.

the DM resolves it, drawing on a body of information about what's going on that is much broader than what the players will ever be aware of.
This is the "GM's secret backstory" that I talked quite a bit about upthread.

The greater the influence of this secret backstory on action resolution, the less control the players have over the consequences of their choices. Hence the general tendency, in indie play, to reduce or eliminate GM secret backstory as part of the contribution to action resolution. Instead, it contributes to scene-framing (both story elements of scene-framing and mechanical elements of scene-framing).

the DM's motivation is not to oppose the player. His motivation is to create a world, populate it with characters, and play out a plot of some sort.
I guess it's pretty obvious that this is not the role of the GM in "indie" RPGing. Quite a way upthread I quoted a good account of the GM's role in that style of play:

One of the players is a gamemaster whose job it is to keep track of the backstory, frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments . . . by introducing complications. . .

The actual procedure of play is very simple: once the players have established concrete characters, situations and backstory in whatever manner a given game ascribes, the GM starts framing scenes for the player characters. Each scene is an interesting situation in relation to the premise of the setting or the character . . . The GM describes a situation that provokes choices on the part of the character. The player is ready for this, as he knows his character and the character’s needs, so he makes choices on the part of the character. This in turn leads to consequences as determined by the game’s rules. Story is an outcome of the process as choices lead to consequences which lead to further choices, until all outstanding issues have been resolved and the story naturally reaches an end. . .

The GM . . . needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences).​

I guess, looking at the wizard example above, is why bother? Why would you put a wizard in the town where the players can sell their loot, and then have the wizard unavailable and then be coy about why he's unavailable? Isn't that a whole lot of work for nothing?
How do you define nothing? It's nothing in terms of the players accomplishing their goal or the plot moving forward. However, what stuff like this does is establish that the wizard is not a plot device or a tool for the players to use. He is a person, who has motivations and activities completely independent of the PCs.

To me, one of the big differences between a beginner and an advanced DM is the ability to strategically put in red herrings
The idea of "red herrings" - particularly in the form of episodes of play that might take up an hour or more at the table, and serve no purpose other than to "establsh that [a certain NPC] is not a plot devie or a tool" - strike me as highly playstyle dependent. I wouldn't play in a game that had this sort of stuff going on in it. And I certainly wouldn't introduce it into my own game. As per my quote above, I regard my role as GM being to go where the action is: if there is no action (as per Hussar's absent wizard) then I don't go there. And if my players go there, I simply say yes - they sell their loot and play then moves on to something more interesting.

Conversely, if for some reason selling the loot is part of the action - eg they're trying to sell a stolen artefact - then I don't just say yes, but I don't just say no either. That's when the other half of the slogan comes into play - we start rolling the dice.

I don't know whether it is a bunch of work for nothing, a plotline in the making (perhaps we can locate this wizard, or alternatively maybe we should seek another buyer for our loot), future foreshadowing or something else.
Here, again, we see distinctive playstyle preferences that are not universally shared. For instance, there is the idea that there can be "a plotlline in the making" which is mostly, perhaps completely, independent of player choices and priorities. I don't run my games that way.

The other assumption I make is that the rules define the entire world.

<snip>

Overcoming the social structures of the world would require a player be either incredibly powerful or incredibly clever.
I do not make this assumption - I am yet to see an RPG whose rules were remotely adequate for handling this sort of sociological explanatory burden, even if I though it was desirable. I tend to stick to the approach of the fantasy fiction with which I am familiar - Arthurian romance, Tolkien, REH, fairy stories - and treat the world and its history as a backdrop established via genre-governed stipulation, and not as the focus of play.

I would think that a sensible player would assume that a powerful NPC probably has defenses in place that prevent anyone from enchanting people close to him
I think I'm a sensible player. I'm a sensible player who has also watched Return of the Jedi. So I would probably think that charming an associate or servant of a powerful NPC (eg Bib Fortuna) was a clever and genre-appropriate way to secure an audience with a powerful NPC.

It certainly doesn't strike me as remotely abusive.

Funny how we don’t criticize adversarial players who assume the GM is always out to get them, and constantly waste time in efforts to screw over the GM (often and/or the other players as well).
if the players suddenly come up with a potentially disruptive idea, a DM is going to react defensively and preserve the status quo. He should, lest the players fool him into letting them doing something game-breaking.
Hussar's experience is one of mean DMs trying to abuse the players to make them play his way. The problem is, he's never been in the position of having a player try to run roughshod over the DM, to the detriment both the game and the other players. Trust me, it's a pain.

<snip>

we get players robbing the local magic shop with their first-level characters because the DM was inexperienced enough to realize that might happen, and wasn't prepared for it.
I don't know if "1st level PCs robbing the local magic shop" was what Ahnehnois and N'raac had in mind when they talk about "adversarial players" and "disruptive ideas", but if so then in my view their advice for dealing with the issue - the suggestion that you can stop that sort of "disruptive play" via GMing techniques like secret backstory and heavy-handed GM force - is completely misguided. That sort of "disruptive play" is a social issue - the analogue of tipping over the board when loosing, or keeping cards up one's sleeve - and needs to be dealt with at the social level.

In my own experience it generally results from a mismatch between player and GM expectations (including players who aren't actually interested in RPGing at all). One form of such mismatch I've seen on multiple occasions results from GM deceit - the GM explains to the new player that "in a roleplaying game you can attempt anything you want" but in fact the GM doesn't believe that at all, and has a very narrow conception of permissible actions for PCs which s/he then goes on to enforce via a combination of overt force and illusionist GMing. The "disruptive play" is a form of player retaliation.

If the range of player actions that the GM will permit is in fact rather narrow, in my view the GM should be upfront about that.

It amazes me that some people have less trust in their own friends than in Hasbro.
I generally trust Hasbro - or, rather, the WotC game designers - to come up with effective RPG rules, given that that is their profession. None of my friends is a professional game designer, and so I don't trust them to the same extent.

There are cultural factors within WotC/TSR - in particular, a very great reluctance to candidly discuss the play experience the rules are intended and expected to produce - which put limits on my trust. Game designers like Luke Crane, Robin Laws, and even ex-WoTCers publishing independently (eg Tweet and Heinsoo with 13th Age) are more trustworthy, because more candid about what their game is trying to achieve and the techniques whereby it does that.

Are there any data that back up your rather radical and unique perspective? If so, you've never presented any.
I don't find [MENTION=22779]Hussar[/MENTION]'s perspective at all radical, nor remotely unique. Even if we put to side whole websites (eg The Forge) dedicated to designing RPGs along the lines that Hussar describes, there is an edition of D&D built explicitly along such lines (4e), plus play traditions along those lines that extend back at least to the mid-1980s (I know that because I was playing in more-or-less the style Hussar describes in the second half of 1986).

I have never read or played the James Bond RPG (published in 1983) but it clearly had player-narrative mechanics in the form of Hero Points. The OGL Conan RPG - mechaincally a 3E variant - has overt player-narrative mechanics in the form of Fate Points. The idea that the players can make meaningful changes in the gameworld via deploying their mechanical resources, and hence that the gameworld should be designed with this possibility in mind, was I think taken for granted in the earliest approaches to D&D, and is stated expressly in GMing advice from the late 70s and early 80s found in early White Dwarf magazines. These all indicate that there is nothing odd about regarding the content of the gameworld as being something that the GM alone does not have sole purview over.

As to whether or not D&D is a world-building engine, I have never used it as such, and the closest approximation to that approach I can think of from 1st ed AD&D is in the two Survival Guides. Perhaps this is another idea that has its origins in 2nd ed AD&D.
 

Here, again, we see distinctive playstyle preferences that are not universally shared. For instance, there is the idea that there can be "a plotlline in the making" which is mostly, perhaps completely, independent of player choices and priorities. I don't run my games that way.

It does not seem that a plotline involving a wizard the PC’s are seeking out is “completely independent of player choices”. Is it not the GM’s job to provide challenges? The players have decided they can quickly and easily dispose of this magical loot by taking it to the wizard. If he is simply there with a big bag of gold and a stack of barter choices, they trade in their magical loot with no challenge. If he is missing, a challenge has developed.

I do not make this assumption - I am yet to see an RPG whose rules were remotely adequate for handling this sort of sociological explanatory burden, even if I though it was desirable. I tend to stick to the approach of the fantasy fiction with which I am familiar - Arthurian romance, Tolkien, REH, fairy stories - and treat the world and its history as a backdrop established via genre-governed stipulation, and not as the focus of play.

I see. That would be why, for example, the Fellowship of the Ring got to dictate that the snows did not render the mountain passes too dangerous to pass, and they avoided those nasty Moria encounters altogether. It certainly explains why, after Frodo expressed his lack of desire to slog across Mordor, they quickly discovered a different means of destroying the One Ring, in a fashion which was more to Frodo's liking.

This also explains why locating the whereabouts of the Holy Grail was a simple task indeed for the Knights of the Round Table, and, in the spirit of “Story Now”, they progressed directly to the challenges they must face to retrieve it.

Or perhaps the world and history impact on the story more than you perceive, and the characters did not get to override the setting and history to quickly and readily move to accomplish their desired goals.

I think I'm a sensible player. I'm a sensible player who has also watched Return of the Jedi. So I would probably think that charming an associate or servant of a powerful NPC (eg Bib Fortuna) was a clever and genre-appropriate way to secure an audience with a powerful NPC.

The Star Wars setting posits Jedi powers which are extremely rare, and thus neither detection nor defenses seems logical. There also appears to be some stigma attached to this approach, in that these powers are used on enemies and morally questionable targets (like stormtroopers and Bib Fortuna) but not on neutral parties or potential allies. Why didn’t Ben use his Jedi powers to persuade Han to fly them to Alderaan, for example?

Do you also accept the GM responding that the Chamberlain is not weak minded so it fails? Luke fialied to influence Jabba, who was immune to his Jedi powers. It seems he had no chance of success.

It certainly doesn't strike me as remotely abusive.

Actually, at least some commentators on Star Wars also consider Jedi Mind Tricks an area of tricky ethics for the Jedi themselves. From Wookiepedia:

Usage of the mind trick was a moral issue for the Jedi, as it did violate the individual's free will and conscience. Thus, the Jedi were strictly prohibited from using it for personal gain (such as in betting or bargaining), reserving its use for when it would serve the greater good (greater good could also be sometimes a reason to overlook this restriction); the Sith and other Dark Jedi however, had no qualms about the usage of the ability.

Luke's use of this power to influence Bib Fortuna is often considered an early indicator in RoTJ that he had grown in power, and that he was influenced by the Dark Side in using that power.

In general, overriding a person's free will is not typically considered a good act. Making it obvious ib the King's Court seems an action a sensible player would avoid.

I don't know if "1st level PCs robbing the local magic shop" was what Ahnehnois and N'raac had in mind when they talk about "adversarial players" and "disruptive ideas"

Here we get into an area where we seem to be in agreement - the players and the GM should have a common vision of the campaign style and tone. If the players are supposed to be Heroes of Justice and Righteousness, then robbing the local magic store is a disruptive action inconsistent with that tone. If they are selfish, mercenary brigands and outlaws/criminals, then robbing the magic store for their own gain is perfectly in keeping with the campaign tone. I agree it is best dealt with outside of the game.

However, this seems less than relevant to issues such as secret backstory. I also don't believe that the considering overriding of free will (or casting spells against members of the King's retinue in general) would not be viewed as socially acceptable is in any way heavy handed. I think it would be appropriate for the GM to so state to the player suggesting his character will attempt to Charm the chamberlain.

I have never read or played the James Bond RPG (published in 1983) but it clearly had player-narrative mechanics in the form of Hero Points. The OGL Conan RPG - mechaincally a 3E variant - has overt player-narrative mechanics in the form of Fate Points. The idea that the players can make meaningful changes in the gameworld via deploying their mechanical resources, and hence that the gameworld should be designed with this possibility in mind, was I think taken for granted in the earliest approaches to D&D, and is stated expressly in GMing advice from the late 70s and early 80s found in early White Dwarf magazines. These all indicate that there is nothing odd about regarding the content of the gameworld as being something that the GM alone does not have sole purview over.

It seems like every suggestion that the PC’s cannot simply dictate every turn of events in the game world is interpreted as a complete inability of any action of the players to have any impact on the game world. I also note that the ability of the players to “make meaningful changes in the gameworld via deploying their mechanical resources” presupposes a game world which exists now, and which they desire to change. Where did that pre-existing state of affairs come from? Historically, I believe it came from the GM.

If the wizard is there, ready to buy their loot, there is nothing for them to change. If he is not, they would deploy their resources to effect a desired change, whether that be locating the wizard or locating a different buyer. The loot would not mysteriously transform into the purchases they wished to make with their loot, nor would the wizard actually be there after all, we just didn't see him in that corner, or he was in the bathroom. The players would effect a change by using their available resources to overcome the challenge placed before them within the parameters of the setting and the situation framed by the GM (ie the wizard is not there and buyers for magical loot are not common - what will you do next?).
 

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