Celebrim, I haven't had a chance yet to read all the rest of your exchange with John Snow. Nor have I had a chance to reply to your earlier post in which you replied to my post and "threw down the gauntlet" to the narrativists. Work has this pesky habit of sucking up my time.
So just a couple of comments:
I agree with you that the discussion is interesting and doesn't need to be shut down.
I disagree with your "pocket universe" analysis. In my view, you are taking for granted what the narrativists deny, namely, that there is a more-or-less strict correlation between metagame and gameworld. (In your earlier post you talked about functional equivalence, I think.)
Below I just pick up a couple of your points and try to make the narrativist reply. Obviously I don't expect you to be convinced - but I think you might at least see why it is I think you are begging the question.
Celebrim said:
Which in turn creates certain reasonable expectations on the part of the PC's on how the mechanics regulate adversity when they aren't direct participants.
There is no adversity when the PCs aren't participants (in the narrativist sense).
Now maybe you wanted all the weight to fall on "direct" - and yes, there can be ingame matters which don't directly involve the PCs and do implicate future adversity, like your King's champion example:
Celebrim said:
If they for example are defeated in a contest of arms by the Kings champion, and then learn that the King's champion was killed in battle by a kobold, they are going to have reasonable expectations about that kobold and it isn't going to be 'The DM just decided Sir Reginald died from a single stab wound of a kobold'.
Of course not. But depending on what the point of the game is, they may think that "The GM wanted to make a statement about the perils of hubris." The players would draw inferences about the challenge of that kobold, for their PCs, not by trying to reason via ingame phsyics, but by reasoning in light of known metagame priorities. That is the nature of narrativist play.
Thus, when you say this, you are already begging the question against narrativism:
Celebrim said:
narrative control would have been excercised much more properly if it fit the player's expectations about the world described by the rules - that is to say - if it fit the established setting.
I'll reiterate - in narrativist play, the players draw inferences not just from the gameworld's internal logic, but from the (metagame) narrative logic. That is part of what narrativist play is about. Thus Lois Lane rules: the players know the GM won't roll wandering monsters every day to see if Lois Lane is killed by one of the many Nycadaemons wandering the city (as per Appendix C of the DMG) because part of the narrative logic is her enduring relationship with the PC protagonist.
Celebrim said:
Don't the players have a reasonable expectation that the rules will inform the playstyle?
Of course. But as you have correctly said, the rules may be more than just the character build mechanics and action resolution mechanics. They may also include rules (or implicit understandings) for the distribution of narrative control, and the criteria according to which that control is to be exercised. And those criteria may have nothing to do with the logic or physics of the gameworld, and everything to do with metagame narrative logic.
Celebrim said:
if you insist that you are happy with a game universe in which the PC's must be signalled that this event or the other is a 'cut scene' occuring outside of game context and that inferences about game state can't really be drawn from it, then fine.
As I've said, the players will be reasoning with metagame narrative logic. So they'll work it out. Or we can talk about it: as in Prof Phobos's earlier examples, we all just agree that the town guard is trounced and the skeletons crushed.
Celebrim said:
I think however that you are making alot of trouble for yourself for no real reason given how easily you can make the story fit the universe.
<snip upwards>
It is certainly not obligatory to go down the RM route. The RM root comes from thinking that the universe being simulated must in some fashion have everything in it that exists in the real universe
As I've said, I may not want to play in that universe. And as you note, if I want to play in something more like the real universe I come under pressure to head down the RM route. I've been down that route, and it didn't work for me.
Celebrim said:
And in particular, isn't it rather unavoidable that the action-resolution mechanics have a very large role in creating the playstyle?
Perhaps. But that role may be negative: for example, if it is part of the action-resolution mechanics that they only apply to PC protagonism, then the playstyle will recognise that when the PCs aren't implicated, other techniques will be used to establish the nature and evolution of gameworld elements (eg the rules, be they implicit or explicit, may permit the GM to declare a high level Fighter to die from a riding accident, if this is consistent with the mutually understood narrative logic of the game).
Celebrim said:
How can you expect anything but conflict over what the playstyle is or is supposed to be when the players are forever recieving mixed signals from you because you are using two completely different sets of rules in what is unavoidably a somewhat arbritrary fashion?
Why would the signals be mixed? As to arbitrariness - in practice, nearly all decisions are arbitrary to an extent. When can or can I not take 10? Does a halfling have to make a jump check to get into bed in a human-sized inn? Corner cases can arise in any RPG, and so I concede that corner cases can arise in the sort of play I am describing. Like all corner cases, they are resolved by negotiation. The starting point would typically be, if a player thinks that his or her PC is implicated in a certain way, and thus that s/he should have a say (whether via the action resolution mechanics, or some other system that gives that player narrative control) then s/he should have that say.
Celebrim said:
if you do create two different game worlds, the one in which the PC's live which works according to one set of rules, and another one that the PC's can only hear about or perhaps catch glimpses of which clearly works by a different set of rules, then I think you are creating unnecessary problems for yourself.
Ah, the pocket universe objection! For the reasons implicit in what I've said above, there are not two worlds. There is one world with its inner logic. And there is another world - the actual world in which the GM and players live - with its metagame priorities. These determine what happens in the gameworld, but they are not part of its physics (just as Batman's status as protagonist is not a property that he has in the fictional world as Gotham city, but is merely a meta- status that he has as a character in a fiction).
Celebrim said:
The last sentence is so vague as to have no real meaning. I made a point of listing some of the ways that a sentence like that could become a red herring earlier.
If you can point me to the "red herring" post that would be helpful - I'm not sure which one you mean. But in fact the sentence is crucial. The difference between "does" and "can", "will" and "might", "would" and "could" - in short, actuality vs possibility - is crucial to the verisimilitude of the sort of play I am talking about. Batman could have been shot, but wasn't. The PCs could have been fallen off their horses, but didn't. In the sort of play I am talking about, the whole point of action resolution mechanics being used sometimes, but not at other times, is to open up and close down various outcomes in the world
for metagame reasons, without therefore taking that to be any sort of statement about what is possible or impossible in the gameworld itself.
Celebrim said:
I can't imagine how you think you are making the universe fit the story if in fact you aren't shaping its physics, you are merely implying that you have.
I don't quite follow this. The physics of the gameworld are whatever the GM and players, as shared creators of the universe, say they are. This will emerge over time, probably taking the real world plus at least parts of the magic mechanics as a baseline, and consistency over the campaign certainly helps with verisimilitude (though sometimes has to be abandoned to fit other more important priorities - maybe a major balance issue with the magic system is discovered and a spell has to get nerfed or retconned or whatever).
So the story fits those physics. The story, in so far as the PCs are concerned, is also generated in part by application of the action resolution mechanics. But those mechanics are not the physics. They are a metagame device for resolving certain aspects of the story.
So, if a PC falls down a cliff and survives (because the action resolution mechanics tell us so), then we now know that the physics of the world permit heroic survival (perhaps she grabbed a tree - so it's the sort of heroic survival that can happen in the real world - or perhaps a zephyr softened her fall at the last minute - so it's the sort of heroic survival that can happen only in a magical world). We certainly have no basis for saying that those ingame physics mandate heroic survival, even if the action resolution mechancis (via hit points, fate points, whatever) made it impossible for the PC to die. That impossibility exists only in the metagame. It is not part of the story, and not part of the physics of the gameworld.
Btw: at The Forge, they call what I've described in the previous paragraph "fortune in the middle". They identify it primarily with games like HeroQuest or The Dying Earth, but there's no real reason that it can't be done in D&D as well (at least as far as I can see). It is quite a bit harder to do in RQ or RM.