Ok lots of stuff going on!
Mishihari Lord said:
No, I am not saying that "the DM has 'a thing in mind' for the players" I am specifically stating that in an open game (IMO) the DM has _no_ goals for the PCs. The players are pursuing their own self-determined goals. They choose the direction. The DM then creates a world in which they can meet their goals in a variety of ways. The players gather information and pick a course of action that they think will achieve their goal.
Right. But if the goal are determined up front by the players via background instead of chosen "of the fly" during the game, it's not the same. The former is still closed but closed by the PCs and the later is open.
Mishihari Lord said:
This is god-mode. Whatever you choose is right. If you enjoy this, by all means continue, but I don't enjoy a game where the choices I make don't matter.
barsoomcore said:
Monster = NPC
Kill = Influence
Yes, it does focus on "influencing NPCs". I guess if you hadn't snipped out the bit where I said, "Whether it's kill the orcs and acquire their stuff", you might have understood that.
For the first quote: no it's not god mode because each choice cause a conscequence. In god mode, there's no conscequence. And "god-mode" is not the proper term as I'm demonstrated already in a prior post.
In the second quote's example, it's not the same since if the PC choose to "avoid meeting the NPCs" they will not influence them. The kind of choices I'm suggesting are choices that no matter what you choose, you will influence NPC. If NPC = monster and influence = killing them (or bypassing them by talking whatever), you need to "force" the meeting if you want the PC to influence them. On my family example, no matter what the PC choose, he WILL influence both his family and it's rival.
Mishihari Lord said:
While this is a totally legitimate play style, and one I'm actually interested in trying, I don't think D&D is the game to do it with. There are other games that have mechanics to support this style. The right tool for the right job and all that.
I agree 100% but it seems like it's taboo on this board to say that D&D does not support every playing style.
barsoomcore said:
Actually, I have to admit that your whole paragraph pretty much defeated my comprehension abilities. I have a great deal of trouble understanding your ideas, Bastoche, and I really wish you'd write more clearly.
I blame my french as english is not my first language. I'll give it another try:
Bastoche said:
What I consider as "closed ended" is a case in which what the NPC plans to do is sorta independant of the NPC's relationship with the PCs themselves and/or how the players-via-their-PC are emotionnally (or maybe rationnally) involved with what the NPCs is planning. That's what I was saying by "making the enounters matter. The conflict must be active on both side of the coin rather than active one side and passive the other (picking the hook or not) or passive bothways (heavy railroad).
In other words, if the NPC's action is a "program" that is executed when and only when the PCs encounter them (same if it's executed in background maybe independently of the PC's actions), it's like a pre-written scenario. The way it will actually be played out is left to the interaction between players and DM but the general outcome is more or less predetermined by the
NPC's goals/motivation/plot. What I'm suggesting is that the other way to do it is to have the general outcome determined by the
player's choice and right on the spot. To have a choice made on the spot, it has to be conflicting with regards to the motivations of the character.
So to return to the active/passive thing:
I THINK, based on what you wrote below, that you are arguing FOR the "active/active" case, which is kind of funny, because I am, too.
I'm not arguing for or against active/active. I'm arguing that to have open ended play, you MUST
only have active/active choices (there may be others but they are to the game similar to buying trail ration or a new sword like a necessary evil. In other words, it's not the object of the game but we have to go through such instances of play eventually. It should always take a short table time).
But what if the PCs never go anywhere near the room? What if they use move earth for some other purpose, and, without even knowing it's there, collapse the secret room where the monsters are trying to move out of, before they even have a chance to move?
I see that as a situation where the DM has to make a call, and either shrug and say, "Okay, they killed those monsters, and they'll never even know," or say, "Hm, I'll just shift that secret room fifty feet to the left and have the monsters come out NOW." What decision I would make in that case would depend far more on the current state of the game and the players (is another fight appropriate now, will it be exciting or tedious, is there important information here that I don't have another easy way to communicate, do I in fact have fifty feet of room to the left...) than it would on any considerations of "campaign style". I don't know about you, but the games I run tend to vary widely in how they're operated from one session to another (or even within a single session). Sometimes I'm determined to get the PCs on a particular track, sometimes I don't care what they do.
Then it means that the encounter does not provide to the players a conflict/situation/encounter that favors their style of play!!! So the "campaign style" consideration here is that such an encounter should never happen (at least not that exact same way) in "open-gaming" style. The encounter does not provide a significant choice to make for the players and will be a boring encounter to such player.
(...) I want them to feel like they are playing in a world that exists beyond the boundaries of the game itself. A world where there are surprises for them, but that still appears to operate in a consistent manner. A world where they are not the only agents of change.
BAM! There you have it! (I let go the DM screwing the player part as it should be eleminated from any game). You could've started the sentence by: "My playing style is such that..." These desires for a campaign world is incompatible with the "significant/open gaming" style I'm suggesting. Consistency, a world outside of the PC, etc. That's exactly what I was trying to say in my paragraph I had re explained above.
(...)Of course I HOPED that all my work would come out and present the PC with a choice.(...)
I never know when suddenly they ARE going to run across something I had planted from a year back.(...)
In open gaming style, the role of the DM is not to hope the PC "falls" on the plot. You put it in their way. That's the whole point. I'll give an example in few lines. Second, YOU have determined how the world "is" in some part of the world (Al-Tizim for example). Since they never went there, is there really a reason NOT to report the "purge" to the time they get there? The players will NEVER know. It's one adventure or another! (that being said, it's not the open-gaming I'm speaking of. Just a very lazy way to run pseudo-open ended). Suppose your original scenario was the after-purge with the rebellion? You need to provide your players with a challenge. As long as it fits their challenge rating, versimilitude is not there just by that very fact. But it's ok because it's agreed upon that most of the game time will be spent facing encounters of the proper challenge rating. That's the point of this game. One challenge or another? The same in the player's point of view. Our DM runs that way but on top of that, he wants "his story" to go on and that's much worst with regards to versimilitude. He let us run around in circle until "the program" is ready to be executed (because of time frame or "space" frame). I would prefer if he railroaded us. Then we would spend time facing his challenges and he would see us run his scenario. But again, I repeat that this is NOT the open gaming I'm suggesting. I'm just illustrating that the notion of versimilitude does NOT exists in the players mind. Only in the DM's because only He "knows".
You have described exactly how I run things. Except that I expand the available choices to the player. He could choose the family cause, the righteous cause, he could ignore the whole thing if he chooses to, he could decide to try and take advantage of the situation for his own selfish ends, he could try to blow up the courts and overthrow the government.
Sort of "active/active/active/active..." choice. Point being that because I can't reduce my player's possible choices down to one of two options, I can't perfectly predict what direction the story will go in, and therefore can't predict what information is actually going to be needed. Which necessarily means that at times I will develop material that doesn't get used. I've learned not to let that frustrate me -- instead to let it be a part in developing a living, breathing world that my players can explore.
I'm interested in how you handle the case where the PCs arrive in a new place and decide to find out what is going on there. Do they know that whatever you tell them will be their next adventure? In the style I usually run, they find out a bunch of stuff, all of which I've made up, some of which I HOPE they'll find interesting enough to pursue and turn into an adventure. But most of which will just be "flavour text" that serves to make the game world feel more complete to them.
This is were the confusion creeps up. As was pointed out by Mishihari Lord and Lost Soul, D&D 3E is not the perfect system to run "open" gaming. You need a mechanic that encourage the PC choose between "family" or "duty" (in my example) and not some other "we haven't thought of that" options. That's were the background kicks in. In the way you run things (as my understanding of how you run it), the families just exists because they *do*. To give flavor the the game world. A credibility. Texture, etc, you name it. In my suggestion, the families exists because both duty
and familiy are equally important to the
player via his character. "My character is a dutyfull knight who prides himself in his flawless respect for it and is very loyal to his family who runs a long tradition of family loyalty." The (devious

) DM thens create that "no win" scenario where his duty part conflicts with his family loyalty part. It must be emphasized here that the players
wants such conflict. If the player does not expect such a play, he might very well feel cheated that his character is "flawed" by the DM's plot. But I'm assuming that such conflict are what makes the game fun for such players and the background supply is there exactly to meddle with one way or another. At the point of the game where the choice is made, either the campaign ends because it was the point (after a climatic battle

) or the players lists new priorities to meddle with next time. There is many ways to run this. The most intuitive introduction to D&D players IMO is through
the riddle of steel.
Now I said I was to give an example. Here it is. Frodo Baggins. He is not the only agent of change since he must have opponents. If the ring was returned to Sauron, he wouldn't have changed the world, Sauron would have.
The "traditionnal" way to run things is the challenges facing toward mount doom. Success means keeping going on, failure means losing to Sauron (or milder like a set back or false start (the snowy pass I forgot the name because of the avalanche caused be saruman in the movie)). Here, we have to assume a bit of railroading since the "end" of the story is more or less set in stone. But let's assume that the story went that way *by chance* i.e. that was what the players wanted.
The way I'm suggesting is that the player (Fordo) WILL get to mount doom. We could also assume that he will destroy the ring. But the "choices" or "challenges" are not bashing the monsters, getting to mount doom with a successful climb check or successfull hide vs the nazgul, etc. Instead the choices are "Should I remain loyal to the group or should I save them by leaving alone with the ring". "Should I be a real good hobbit and stay home not having any adventures or should I go with the ring?". "Should I try to save my friends or not risk losing the ring to the Nazgul (at the tower)?". "Should I kill evil Gollum or follow him to mount doom?". And Aragorn asked at some point "Should I let frodo go or not?" and the long question about "Should I claim kingship and face my demons or remain in the shadows and stay pure for sure?". Boromir and Faramir struggle: "should I take the ring from Fordo or not?" Etc. And the plot was throw "in their faces" by Gandalf and arguably the ring as some sort of NPC/demon, the NPCs weren't there because they *were* but to get the story going. To present choices to the players. In such a game success does not equal to acheiving your goal and failure *not* acheiving it. Success makes achieving your goal easier and failure harder.