As Ahnehnois notes, I don't see reading the spells and applying the rules logically as "secret backstory" or "adversarial DMing". I don't assume the PC's are privy to details of the Royal Court's comings and goings
The second sentence in this quote
is an examle of "secret backstory": backstory - in this case about the comings and goings of the Royal Court - which the GM knows but the players don't, and to which the GM refers to determine the success of actions - in this case, an attempt to gain an audience with the king - that the players have their PCs attempt.
I believe the point that N'raac is getting at is that given that the existing rules are correctly applied, and sensible assumptions are made about world-building, and everyone is generally acting within reason, there is no such need.
"Sensible assumptions are made about world-building" is another way of characterising secret backstory: ie information about the contents and disposition of the gameworld which the GM has and the players do not, and by reference to which the GM adjudicates the success of the actions that the players have their PCs attempt.
If you're playing D&D, you're pretending that there is, somewhere, a magical world where all this stuff is happening. Only an infinitessimal portion of that world is known to the players
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That's why I went down the example of the players trying to talk to a king who isn't there. There's no reason why they would necessarily know his whereabouts in advance, but as an important NPC, the DM may have an idea of what he's doing, and he may very well be inaccessible for reasons that have no connection to the PCs. The PCs' subsequent failure to gain an audience is not a secret backstory that's been imposed on their actions as he was never there to begin with, nor does it rob them of any agency since the king was not their character to play.
It's not in dispute that the players don't know everything about the gameworld. The relevant issue is the real-world conditions under which that unknown stuff relates to the actions that the players have their PCs attempt.
One way is for the players to declare actions for their PCs, for the GM to reference the secret backstory, and on the basis of that to then determine whether or not the declared actions succeed. This is what I described above as "interposition of secret backstory".
Whether the secret backstory was worked out in advance by the GM, or worked out on the fly, is important to some playstyles - eg in Gygaxian play the backstory should be worked out in advance, and part of the skill of play in that style is working out the secret backstory. Hence, for instance, all the detection abilities on magic swords in classic D&D. And hence the comparatively narrow scope of play - the dungeon - which makes the discovery of secret backstory by the players reasonably viable. In other playstyles - including what I have called "storyteller" play - it doesn't matter when the GM comes up with the secret backstory, because the players aren't expected to be trying to work it out through skilled play. Rather, it's all about "the story".
But another way to determine whether and how the unknown stuff relates to the PCs' actions is to bundle it into the action resolution mechanics. Unless I've misunderstood, this is what [MENTION=27570]sheadunne[/MENTION] is talking about in his couple of posts not far above this one (including the extract I quote below). And it's the default approach of indie play.
This is a world where any wizard with an interest can locate the Charm Person spell. If it is that common, then it seems likely societal rules have built up around it.
This all seems consistent with what I said. Rather than looking at changing PC build elements, or action resolution mechanics, you are leaving all the mechanics intact and developing ingame fiction - what I have called "secret backstory" - to determine the outcome of the use of the spell.
Charm Person as written overrides the target's free will. That is an action logically seen as an attack. A spell which enhances diplomacy would be a fine spell, but it is a different spell.
It need not be.
First, according to many in this thread, Charm Person does override free will: it makes the target view the caster as a friend, but within those parameters the target can choose what to do or what to refuse.
Second, and more importantly, what does it mean to "override a target's free will"? Charm Person makes a person make choices that s/he otherwise wouldn't make. So does successful diplomacy. One way to boost a Diplomacy skill attempt would be to magically make the target see you as friendlier - ie Charm Person. I think it would be a significant mechanical improvement to the spell to locate it in the same mechanical space as the rest of the interaction rules (which themselves might be rewritten to interface with the Will mechanics).
Finally, if we wish to focus more on interaction skills, including magical augmentation of same, I think we should also be removing PC immunity to interaction skills. PC's should not be immune to persuasion - if they want resistance or immunity, let them also dedicate character resources to that advantage.
I regard this as a matter of taste and style. The Dying Earth, Burning Wheel and Marvel Heroic RP all have robust rules for PC/NPC parity in influence resolution. Classic D&D and, as far as I know, 3E, have parity in magical influence but not mundane (eg AD&D PCs don't need to check morale - contrast Burning Wheel, where they do).
4e defaults to PC immunity to both magical and non-magic influence outside the rather narrow mechanical parameters of its "dominate" effect. This seems to me consistent with its general orientation towards "everyone involved all of the time".
It's a bit like PC death. There's nothing wrong with a game like (say) 13th Age which has a default "death flag" rule - the players can always declare a dramatic escape for their PCs, but at the expense of a GM-narrated campaign failure, which means that PCs will only die when the players decide the takes are too high to risk the failure.
Whereas in 3E, the default is vulnerability to death unless some sort of special resource is acquired.
The DM is expected and encouraged to use secret backstory since there are no rules for narrative resolution. Teleport doesn't have a success or failure roll, only a mischance roll. There's no way to use "yes or roll the dice" since there are no dice to roll.
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Since roll the dice isn't an option (no rules for it) that leaves, say yes or use secret backstory.
Good point.
Teleport is getting a lot of attention.
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even here, we may have that secret backstory (for example, the PC's do not know that the temple they seek to Teleport to was sacked and burned in the recent past). I expect that may be the fallout of a failed roll, rather than an idea preconceived by the GM, in the indy type game suggested, so what are the odds that the players' teleport succeeds, and what are the odds it fails and such a complication may arise?
The odds would be determined by your more general resolution system. In 4e, for instance, everything else being equal the successsful use of teleport would be an Arcana check against an appropriate DC. For the question of whether or not the destination had been destroyed, it might be History or Streetwise (depending on whether we're talking about recent destruction or destruction long ago).
I'd also be interested to know how the Fighter or Rogue gets instantaneous transport to the King's Court, 1,500 miles away, using his skills or abilities, since the ability of the non-spellcaster to attain the same results seems to be crucial to your vision of a balanced game.
No one is talking about "the same results" in the fiction. We are talking about a comparable capacity to meaningfully influence the gameworld. For long-distance influence that may be via carrier pigeons sending messages to reliable cohorts; or even an ability to resolve a 1500 mile trek with a simple "Trekking" skill check.