Kamikaze Midget said:
What this new idea would seem to encourage is that *all* you are to do, as a DM, is add things that the players need, and add nothing else.
I don't actually see a new idea here. For example, Ron Edwards has been writing about this sort of roleplaying for years at The Forge.
Celebrim said:
I have no problem with backstories within limits. What I have a problem with is a player writing 'forestory'. If a DM cannot expect to have a story unfold exactly according to his designs, then players should not start with the assumption that they know exactly where thier character is going either.
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Whether scripted or not, the story is always determined by the choices actually made by the players. Once again, I assume that if anyone in this thread is offering anything novel at all, it isn't merely "Don't railroad the players." If all that's being said is, "Don't railroad the players.", I've wasted my time responding to it.
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the question is actually what role the DM has in determining the action and content of the game. Player choices are assumed to play a large role in the determining the course of the game. The question was, should (or even can) the DM's role in story crafting be relegated to merely responding to player desires to grant them the story that the players suggest that they want?
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'wish fulfillment' gaming becomes very unsatisfying to most people about the time that they turn 12 (at the latest)
"Story" can refer to two things: (1) the sequence of events that constitute a plot; (2) the thematic range and resolution of the game.
I think that Kamikaze Midget is running these together somewhat. I am trying to distinguish them.
It is possible to have a game in which the players have a degree of meta-game control over the plot. Conan d20, which allows Fate Points to be spent to tweak the gameworld in a limited way, is an example. This is not "wish-fulfillment gaming" - Fate Points are a limited and valuable currency. But it marks a difference between the mechanics of that game, and the mechanics of D&D.
It is also possible to have a game in which players have a high degree of control over thematic content and resolution. Consider The Riddle of Steel, The Dying Earth, or Hero Wars/Quest. These are all games in which the mechanics give the players, not the GM, the capacity to determine the thematic content of the game: TROS via spiritual attributes, The Dying Earth via the players' shaping of conflicts so as to enable the delivery of taglines, Hero Wars via such mechanical elements as the players' creation of their characters' relationship attributes, and the players' control over the shape of conflict resolution via APs and Hero Points. These games require the GM to prepare a context for adventuring: a setting, perhaps, or a situation, but
not a plot.
I think that letting players have that sort of control over the plot and/or theme makes a difference to the way an RPG plays. For example, in his Adventure Building series on the WoTC website, Wolfgang Bauer suggested that PCs be given the
illusion of choice, but that all roads nevertheless lead to the dramatic confrontation with the BBEG that the GM has planned. This sort of "illusionism" can result in the players experiencing drama, but not in them creating it, as the drama and its resolution have already been plotted by the GM: the final confrontation is predetermined by the GM as PCs vs BBEG.
Once players have the capacity to shape the plot, there is no guarantee that the game will head in any given direction. You are correct to say this can lead to the game stultifying under some conditions. But it is wrong to say that it will lead to stultification under any conditions. Look at Jonathan Tweet's description of his original campaign in Over The Edge, for example.
Once players have the capacity to shape and resolve the themes, the content and character of payoff is up to the players. Again, if this is what the players want, then pre-scripting by the GM will utterly thwart them.
Celebrim said:
You've not shown me anything that suggests that there is a qualitative difference between the two. The DM is always going to be scripting out the challenges that occur. Players will always make small localized choices within a framework. Maybe its a failure of my imagination, but I can't imagine what the difference you are seeing actually is.
Some players want to make more than localised choices within a pre-determined framework of options. They want to make game-shaping and world-shaping choices. It is possible to run an RPG in which this happens. It may not be to the taste of all groups.
Celebrim said:
Player actions might tell me which 'side' they wish to take in a conflict, what setting intrigues them, whether they are motivated primarily by personal gain or whether they are looking to serve some larger cause, and each of those choices can be met with big thematic payoffs in the context of any number of conflicts I could introduce to a setting. But each of those thematic payoffs might involve at some point searching for a wonderous widget hidden in some 5' square, and in each case if that thematic payoff is to truly be a big time payoff it has to happen in ways that the players don't expect, that involve a good deal of planning, and some sort of creative twist that creates that all important moment in a story where the seemingly minor story points come together into something larger and more glorious than you thought they were. The big thematic payoff has to be thier waiting to be discovered. Else, it just won't be a really big payoff.
I'm not sure how to understand this paragraph. If players are allowed to choose sides in a conflict, then the big thematic payoff can't be preplanned by the GM, because it can't be known in advance what the dramatic conflict will be. Or maybe we are talking about different aspects of planning - once the GM knows which side the players have taken, it may be helpful to have a bit of time between sessions to stat out the opponent they have chosen. I don't know if KM objects to that, but that's not what I'm talking about. As per my reference to Dragonlance, I'm talking about the default assumption in most D&D modules that the PCs will start at the beginning and work through the module until they defeat the enemy that has been pre-determined by the module writer, in the circumstances and (typically) for the reasons that have been pre-determined by the author. This sort of adventure precisely
does not permit the players to choose sides.
As to whether or not finding a given widget in a 5' square is part of the resolution - player-driven play will typically (I think) focus much more on interpersonal conflict (PC vs PC, or more often PC vs NPC) than on exploration and equipping scenarios.
Celebrim said:
Don't you even see where that goes? A player tells you, "Heh, I need to play a 11HD aberration with disentigrate at will and the ability to generate an anti-magic field.", and I'm supposed to toss out my notes and say, "Ok Mike. Hold on while I think out a Epic planescape/spelljammer campaign that involves Joe as a feared pirate lord. Shouldn't take me more than 10 minutes. Bob, could you please tear up your character sheet and create something more suitable in the 21st level character range, and Sue you can still play your Shaman, but I think you'll have to rewrite your character background as well or at least add some more pages to it. Karen, it doesn't look like this is going to be very low magic afterall. Sorry."
Can you handle that? Do you think you can keep all the players happy if you give any of them that much freedom of choice? How do you think the other players are going to respond to one players declaration that he wants to play a PC beholder?
I agree that PC design is an issue in player-driven play. But only because it is an issue in any RPG. What happens when one player wants to play a Dwarven Paladin, and another a Chaotic Neutral Elven Bard? D&D has never had mechanics to handle party-building - it is left up to the players and GM to negotiate. I don't think that the scenario you sketch raises different issues in this regard.