Ahnehnois
First Post
D&D could be played in any number of ways. However, those kinds of tangents aren't really relevant. What happens when you grant the players the power to dictate tone or expand their responsibilities beyond their characters is irrelevant to the balance of particular character classes within the game as written, which does not give the player of any of those characters that level of authority.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.
Yes. And again, the RAW grant a DM in the D&D game under discussion (not a GM in some indie game) blanket authority over offscreen events.The greater the influence of this secret backstory on action resolution, the less control the players have over the consequences of their choices.
Of course not. It's badwrongfun and you don't like it. You probably wouldn't get along in my campaigns (or anyone who plays with a different mentality than yours for that matter), and since you aren't in them, that's fine.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.
But what the red herring notion is, in this context, is a rationale. The rules don't require that all game play is productive towards reaching any particular goal. The notion of any game play that doesn't as a waste of time is certainly your opinion to have. However, the game does not forbid a DM from introducing game elements that the players can interact with, but which lead nowhere useful. With regards to social skills or spells, there is nothing in the text that prevents the DM from establishing NPCs that are unable, unwilling, or simply not interested in doing what the players would like, and their is no "fiat" in any of the Charm/Diplomacy abilities that would override that.
Personally, I find that it is essential that a significant portion of gameplay is not goal-directed or player-centric, in order to convey to the players the sense that there is a living world that their characters can participate in. The equivalent of establishing shots in cinema, or those background characters in D&D video games that make pithy comments but can't be interacted with.
You don't have to. But nothing in the rules requires or even strongly suggests that the players need to be involved in every aspect of the game. Nor is it something that I find most players want. If anything, a DM that doesn't have a clear vision of what his game is about sends a message that he isn't very invested in his game and probably won't be much of a DM when the dice start flying.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.
I think [MENTION=6681948]N'raac[/MENTION] addressed this pretty well. However, the example you've given was a Jedi, someone better than the average human, which is not the case in D&D. A D&D character is not "special" in the way that Luke is (unless the DM has decided this is the case). It also occurs in a lawless area, which is not implicit in the scenario I described, though if he had been caught he probably would have been executed (and indeed, almost was anyway). It is also, even though used against evil and for good, nonetheless an evil act. Is it impossible for an analogous scenario to play out in D&D? No. Is it a pretty radical action? Yes.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.
Maybe. Maybe not. As I noted earlier, it's entirely possible that the PCs may attempt disruptive actions out of ignorance. Or, perhaps, out of sheer curiosity.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.
It's often nice when the players and DM are on the same page, but a clash of expectations can be interesting and dynamic. Which, of course, is why it needs to be (and is) textually clear whose vision wins when the DM and players clash.
So what if the 1st level players do try to rob a local magic shop? It could get them thrown unceremoniously out on the street, or it could start a new adventure in prison, or it could result in an unscrupulous mage demanding that the party steal something for him as a quest to prevent him from simply executing them after they've been caught.
Conversely, what if the NPC shop owner has made some mistake, or if some higher power is watching over the PCs, and their (ostensibly foolish) plan actually does work, and they walk out with riches? What then? Is there a whole new line of events devoted to what they do with their stuff? Are they on the run, fugitives? Are they recruited by some local criminal syndicate?
Or maybe some magical entity divines their intent and stops them before they even get started on their plan. Maybe the DM has a bigger plot to get to, or expectations of moral conduct that the players are violating, and he conveys to them quickly and clearly that this kind of behavior is not within the bounds of his campaign. The possibilities are endless. And, of course, almost completely under the purview of the DM. The thing the players provide here is a statement of intent, which it's then up to the DM to work with.
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