Giving players narrative control: good bad or indifferent?

Sure, it's just a theory. But the written word seems to have power.

newbie GMs are known for foolishly running every monster on the dungeon map exactly where they were written. Room 1a has 2 kobolds. Room 2 has a Flumph. Room 3 has 3 orcs. And the GM doesn;t deviate or have the monsters regroup. The monsters literally sit in their room and wait.

I suspect that wandering monster tables may have originated as a means to add variability to the dungeon and mask that behavior to leave things as written, not as common sense might dictate.

A GM who doesn't write down much about planned events, etc, tends to already have an open mind with fewer expectations of outcome. They have notes about stats and places, but plan to wing it on what happens next.

True, they could force something, and nobody could prove it. But they have a leg up psychologically over the over-noted DM.

Also, worth noting, a study was done where subjects had to write a paper about a position they opposed. Statistically, they found that the subjects opinion had changed to favor what the position they wrote about. (no, I don't have a link, but I read about it online, so it must be true).

My theory certainly drove my advice to you on "don't write down that the NPC took the best route." Because I feel it's risky.

I could accept this if only there weren't just as many, or more, DM's who buy an adventure or even a campaign setting (full of words) and have no issues or problems modifying, changing, discarding and adding whatever they want. One would think, according to your theory, that the power of all those words (plus the fact that you paid money for said words) would dissuade almost any DM from changing things and yet most of the problems one sees as far as canon lawyers are concerned point to players... go figure.

Like I said I think it has much more to do with the DM than the type of prep work they do.
 

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I have a theory that a GM is more likely to railroad when he has an outcome written down or held strongly in his mind. . . . Anyway, I suspect a DM who does not write specific events and outcomes down will tend to be more flexible and less likely to railroad than a GM who does.
In my campaigns, I plan situations, not plots.

Typically that means I have a place, I have characters, I have a conflict, and I have motivations; what I don't have is an expected or desired outcome beyond presenting the players and their characters with choices to make.
 

I've not seen very many that complain about the game turning into insipid conch-passing.
Can someone please drop an XP [MENTION=42582]pemerton[/MENTION] for me for "insipid conch-passing." :D
So while the latter is a genuine risk, I think for many groups it's not a very serious risk. Especially when player narrative control is filtered through a GM (which it will be, in a traditional game) and is filtered via the mechanics (eg BW-style Wise checks, like the Streetwise check to find the shortcut), I don't think too much damage is likely to be done.
I think that may reflect some selection bias; people who are likely to enjoy 'conch-passing games' aren't likely to complain, while those with no interest don't complain because they play something else.
 

Note, I've only read the OP, not the rest of the thread.

Pertaining to all the GMs in our gaming group (we have 3), as a policy we almost never give players narrative control, though on rare occassions it has happened.

Regarding your first example - if the player is asking if he'd know a shortcut based on his experience in the city, and the GM looking at his map seeing that the NPC in question is taking a direct route to where he is going, one of two things will happen.

1. Either the player thinks he knows the destination and is wrong (I would ask the player where he his character thinks the NPC is going, and if he answers the wrong place, I wouldn't tell him so) - then I would let him attempt a short cut, leading him to the location that is not the destination of the NPC... or.

2. If the Player is correct on the presumed destination of the NPC, I would correct the player in saying, based on your knowledge of the city and knowing where the NPC is heading, you KNOW that following him is the quickest route and that there is no short cut.

The problem with giving players narrative control is that they generally don't do it fairly. One of my players consistently guilty of this often tries to bring in his own realworld knowledge of metallurgy (and other things), as some kind of information that his character knows as well. Then tries to use this knowledge to metagame to a specific result.

I usually know if a given character should have such esoteric knowledge based on the known background of the character. If I think his character wouldn't have this knowledge, I just say "No, your character doesn't know this." Otherwise I limit what the character should know, based on what the player is trying to suggest the character knows.

I've never really had luck giving players narrative control, and for most of our players this isn't a problem. The issue just doesn't come up often.
 

In my campaigns, I plan situations, not plots.

Typically that means I have a place, I have characters, I have a conflict, and I have motivations; what I don't have is an expected or desired outcome beyond presenting the players and their characters with choices to make.

Somebody XP Shaman for me for this ^^^^^^^^

Particularly the part about motivations.

This is the heart of creating compelling narrative for a campaign, without railroading. The PCs are free to follow any and all "hooks" they want, within or (to a certain limit) without the plot structure.

There's no predetermined outcome. If they defeat the BBEG in 6 sessions instead of the 12 you had planned, so be it. If they all die, so be it. If one of them dies heroically, while the rest achieve glory, so be it. Watching players do interesting things is one of the best parts of GM-ing.

What they don't control is the inevitable follow-up consequences when other vested parties (NPC allies and enemies) react to what they're doing.

When major events happen in real life, people don't sit around idle. Figuring how, and in what manner, and the level of response NPCs take is one of the other best parts of being a GM. :)
 

I agree that there can be issue with narrative control. Way upthread LostSoul linked to this blog which discusses some of them - the main issue is the "Czege principle" - that RPGing is unsatisfactory if the same participant is responsible both for framing the challenges, and for resolving them.
Thanks for pointing out this article - I hadn't noticed the link before.

After reading the article what I'm finding is that I apparently didn't have a clue what 'narrative control' actually means :)

In our games there's no 'narration sharing' as described in the article. If I understand it correctly, as a DM I never actually give up my 'background authority'. What I'm doing is best described by using the following paragraph from the article as a starting point:
the GM not only should prepare a dungeon ahead of time for the game, but he is also allowed to amend and expand on his preparatory work during play on the premise that his task is to present the game world as fully as necessary for the players: there is no ambiguity about who gets to decide what is inside a treasure chest: unless somebody changed its contents during play, the GM refers to his notes or imagination and decides what should be in the chest.
I bolded the interesting bits.
When I'm preparing a dungeon, I only prepare a bare skeleton, amending and expanding as much as possible during play. But how I amend and expand on these bare bones is guided by my players' actions and what they seem to be most interested in.

The following example is also interesting:
Now and then he gets proactive about introducing various methodologies into his gaming, which often ends up with him asking his D&D players what sort of monsters they would like to meet in the next encounter.
I have been asking that question, too. Except I ask it before starting a campaign and sometimes in between adventures. And naturally, I don't always grant the players' wishes ;)

(as an aside: In 4e I've also used item wishlists. But just because an item is on a list doesn't mean, they'll ever find it. Instead it's just a way to find out what kind of items they're interested in and pick something similar when a good opportunity presents itself, i.e. when they encounter an enemy that seems likely to use something like it).

The following paragraph is close to what I've been doing:
Somebody at Story Games suggested in relation to 3:16 (don’t remember who, it’s not really important) that a great GM technique would be to leave the greater purpose and nature of the high command of the space army undefined so the players could make this decision when and if their characters find it out.
Now, the important difference here is that my players wouldn't get to (consciously) decide about the nature of the high command. Instead, when preparing for the session I think about parameters that must be met and kinds of action that would lead to the high command having purpose A, B, or C. During play parameters or purposes I didn't think of may be added because of my players' ideas or actions.

In a way this is an extension of the idea that is the basis for the '(Expedition to) Castle Ravenloft' adventure module's 'Fortune Deck'. In case you haven't heard of it:
There's a certain point in the adventure when the pcs get a Fortune Reading that is supposed to be played out using a set of cards. Each of the cards that are drawn in this reading defines a certain aspect of the adventure, e.g. where certain artifacts can be found, at what locations certain rituals have to be performed, etc.
The module (or at least its 3e version) also doesn't define what Strahd's (the BBEG) goals and motives are. Instead it presents several options.

Now my twist is simply that I don't decide on a goal right away and don't determine randomly where the key mcguffins or locations are. Instead I leave it open as long as possible to take my players' interests into account.

What I don't get about [MENTION=48965]Imaro[/MENTION]'s replies: Why is it a bad thing to make a background decision during play as opposed to during preparation?

Take the following example:
Say, I prepare a dungeon featuring two opposing factions, like a clan of orcs and a band of hob-goblins. Now during preparation I decide that the orcs (being chaotic evil and all) would never form an alliance with the pcs, while the hob-goblins could become (temporary) allies, if the pcs succeed in a skill challenge featuring skills A, B, and C.

If I understand Imaro's position correctly, that's perfectly fine.

Now why is it suddenly a bad thing if I don't decide right away that the orcs could never become allies? And why is it bad if I decide during play, that skill D could also be used in the skill challenge because the player has a great idea and describes his pc's actions convincingly?

How can this not lead to the players having more options (and thus freedom)?

And what I find utterly mind-boggling:
How can it be railroading if I decide during play that the pcs can actually convince the orcs to become their allies because of brilliant roleplaying and lucky dice rolls?
 

In response to the OP, I am mostly against the idea of giving narrative control to the players though if they demonstrate that their characters would have knowledge as the example, I would conceed that if it doesn't derail the adventure at hand.
 

What I don't get about @Imaro 's replies: Why is it a bad thing to make a background decision during play as opposed to during preparation?

I never claimed this, what I stated was that neither is superior to the other and both should be tools the GM uses to make a better game. I mean how many times do I have to type this into replies to your posts before you stop mischarecterizing my position?

Take the following example:
Say, I prepare a dungeon featuring two opposing factions, like a clan of orcs and a band of hob-goblins. Now during preparation I decide that the orcs (being chaotic evil and all) would never form an alliance with the pcs, while the hob-goblins could become (temporary) allies, if the pcs succeed in a skill challenge featuring skills A, B, and C.

If I understand Imaro's position correctly, that's perfectly fine.

So far so good... With an addendum... you have claimed previously that in making this one decision the GM is now railroading... I have argued he is not as it does not determine what the outcome of interactions between them will be...only what one facet of the interaction is.

Now why is it suddenly a bad thing if I don't decide right away that the orcs could never become allies? And why is it bad if I decide during play, that skill D could also be used in the skill challenge because the player has a great idea and describes his pc's actions convincingly?

Where did I claim this? Seriuously, when have I throughout this entire conversation stated that one approach is "good" and the other is "bad"? I haven't... I have in fact argued against you making that claim... please don't mis-state my stance after I've posted it numerous times in this thread.

How can this not lead to the players having more options (and thus freedom)?

It only (definitely) leads to this if the DM is totally and absolutely neutral (which is virtually impossible) in assesing what ideas are cool or should be instituted and what Ideas aren't cool and shouldn't be instituted. As an example, if I am a GM who prefers a more gritty feel to my games as opposed to a high fanatsy feel I am going to (even if subconsciously) probably favor things that fit my preferences in aesthetics when it comes to deciding on the fly narrative... that doesn't mean this is what my players want and if not, then my decisions are probably alot more restrictive than freedom granting for them. As I argued earlier a DM can be just as railroading on the fly as he can with prepared notes and nothing you've presented shows otherwise.

And what I find utterly mind-boggling:
How can it be railroading if I decide during play that the pcs can actually convince the orcs to become their allies because of brilliant roleplaying and lucky dice rolls?

Did you decide that because it leads to the outcome you as DM want? If you did, regardless of what traipings you threw on top of it... isn't that what railroading is?
 
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The Shaman said:
From the Augustinian convent on the Quay des Augustins to the Louvre, there is one direct route: across Pont-Neuf. Crossing the Pont au Change instead, or taking the ferry downstream, both require that the traveller go far out of his way.

This is not arbitrary. This is a fact of the setting.

Swimming? Jumping really far? Grabbing a small boat and paddling across the river? There's three ways off the top of my head that I can get a faster route.
 

I think that may reflect some selection bias; people who are likely to enjoy 'conch-passing games' aren't likely to complain, while those with no interest don't complain because they play something else.
Agreed. But for some reason those who don't like railroading GMs, or who want something other than classic Gygaxian play, seem to come online and complain about it rather than go and find something else!

My view is that there is still a mainstream/alternative distinction of approaches here, and that while that endures, following Jhaelen's advice will probably not cause too much trouble for those who try it, given their likely mainstream starting point.

In my campaigns, I plan situations, not plots.

Typically that means I have a place, I have characters, I have a conflict, and I have motivations; what I don't have is an expected or desired outcome beyond presenting the players and their characters with choices to make.
It's practically hard scene framing!

More seriously - in setting up your situations, how much regard to you pay to the particular concerns/interests of your players as manifested through their PCs? I get the impression from your posts that you mostly have regard to genre considerations and leave it to the players to seek out their own situations, but sometimes (I'm guessing) you thrust situations upon them. In those cases, do you exercise GM control on the spot, or do you rely on your random tables and other prior prep?

as a DM I never actually give up my 'background authority'.

<snip>

When I'm preparing a dungeon, I only prepare a bare skeleton, amending and expanding as much as possible during play. But how I amend and expand on these bare bones is guided by my players' actions and what they seem to be most interested in.

<snip>

I have been asking that question, too. Except I ask it before starting a campaign and sometimes in between adventures. And naturally, I don't always grant the players' wishes ;)

(as an aside: In 4e I've also used item wishlists. But just because an item is on a list doesn't mean, they'll ever find it. Instead it's just a way to find out what kind of items they're interested in and pick something similar when a good opportunity presents itself, i.e. when they encounter an enemy that seems likely to use something like it).

<snip>

my players wouldn't get to (consciously) decide about the nature of the high command. Instead, when preparing for the session I think about parameters that must be met and kinds of action that would lead to the high command having purpose A, B, or C. During play parameters or purposes I didn't think of may be added because of my players' ideas or actions.
All interesting stuff.

I use wishlists pretty expressly, but at least in my game I don't think this falls foul of the Czege principle, because gaining items isn't part of the challenge. I treat them as part of PC building (which I think is the default implication of 4e, despite its misleading labelling of treasure as "rewards).

I will also introduce elements into the story at the request/initiation of the PCs.When this is in the context of action resolution, I will makes it part of the skill check. So finding/obtaining the thing in question itself becomes part of resolving the challenge.

Outside the context of action resolution (eg if the PCs have just met some NPCs, and one makes the sign of his secret society to see if any members of it are among the NPCs) I use GM fiat. (4e doesn't really have anything analogous to BW's Circle or Relationships rules). So it becomes part of my framing of the situation, as GM. I think this is where [MENTION=48965]Imaro[/MENTION]'s issues become most pressing - the worry (as I understand it) is that the GM will feel pressured to incorporate player suggestions into the framing in such a way as to amount to an "I win" button. I rely on my sense of genre, fairness and coolness to regulate this. In practice I don't think it's a problem, but I could imagine that a player who was used to BW-style Wises and Circles might find it too fiat-y.

When it comes to the backstory itself, my approach is too be more fluid than written notes, but more prepared than a literal "no myth" approach. I tend to follow this quote from Paul Czege, although I think a bit more light-heartedly than him (the quote starts with a quote of someone else, whose suggestion about "most games" being railroads I think is aimed primarily at White Wolf or Adventure Path style play):

There are two points to a scene - Point A, where the PCs start the scene, and Point B, where they end up. Most games let the players control some aspect of Point A, and then railroad the PCs to point B. Good narrativism will reverse that by letting the GM create a compelling Point A, and let the players dictate what Point B is (ie, there is no Point B prior to the scene beginning).​

. . . although roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. . . when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. . . I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.​

The second-last sentence makes at least one significant difference from how The Shaman does things - according to what I've quote above, NPC motivations are core to The Shaman's definition of a situation. Whereas I shape the details of the backstory, including NPC personalities and motivations, as part of the process of action resolution in order to keep the pressure up to the players.

EDIT: Sometimes on these boards I see this sort of "fluid backstory" described as a form of illusionism. I don't think that it is. (At least, not necessarily.) For example, in my game if the PCs want to persuade an NPC to do something, and then the players have their PC engage in a skill challenge and win, the PC is persuaded. So the plot is shaped by the choices of the players as expressed through the actions of their PCs. That is not illusionism.

But the reasons whereby the NPC is persuaded, and the dramatic implications of persuading him/her, won't be known until the scene actually plays out, because it's only in the course of resolving the scene that the backstory that contributes to these things will become a fixed part of the fiction. (Of course, the dramatic implciations will be a consequence not only of this backstory, but of the choices the players make and the actions their PCs take. And I'll be shaping the backstory in the course of resolution in order to try and push the players to make interesting choices!)

TL;DR - just because it's not sandbox-style exploration of a pre-given world, doesn't mean that it's illusionism!
 
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