JamesonCourage
Adventurer
Well, I hope this thread stays productive. I'd hate to be one-half of a thread that wasn't!
To me, a Knowledge check tells you about the setting, it does not shape it. A very high Knowledge check means that you know a lot about something, whatever it is. It does not mean (to me, at least) that you get to shape the setting based on it. When that's the case, players will begin to use it as such, and "narrative" skills will start to skyrocket in value. People will frequently use their skill checks not to learn and explore the setting, but to "warp reality" to fit their character's convenience.
I put "warp reality" in quotes because it's obviously not doing that to people that utilize these skill checks as narrative devices. Reality was never set, so it is not being warped. However, my group would view it as such, and would be against that implementation.
There's nothing wrong with playing with these skill checks as narrative devices. However, as the goal of my players is to immerse in the setting, they're seeking to explore the setting. Handing them narrative control takes away from a feel of exploration. They aren't finding out something new, they're creating something new. While it might be good enough for some groups (and that's cool with me), it's not good enough for us (in a modern fantasy-genre game).
It's just preference. Immersion is very important to us, and narrative authority and control greatly pulls my players out of immersion, as they address creative meta uses for their abilities and skills. If immersion is nice but takes a quick backseat to a proactively interesting story, I can see the appeal. However, since I run an immersion-first, sandbox-style campaign, the idea of narrative control mechanics for the players works against what we're trying to achieve.
So, again, it's just personal preference. I don't find anything wrong with narrative control from a game theory standpoint (for everyone). I hope I've voiced why it's wrong for my group when we play in a modern fantasy-genre style game. There's nothing inherently wrong with it, and I do use mechanics that allow for narrative control for players when I run M&M 2e (Hero Points).
I hope this communicates something productive. Just trying to give a clear depiction of my feelings on the subject. As always, play what you like
See, in games designed around story or the like, I like the mechanics of Drama Points or Hero Points to affect the narrative directly. I enjoy that (as do my players). We don't enjoy it in a modern fantasy-genre game. It's just taste. To us, it takes away from the fun of exploring. If you just made an elf appear, you didn't explore, you authored. That's fine in some situations to us, but it is the opposite of desirable in others.

However, I think it's perfectly reasonable to assume that the player in the example wanted some form of narrative control. It just depends on the group. As always, play what you like
This is where my feathers get ruffled. A successful Knowledge (local) check or the like is rolled, and if it's successful, you get to cut off the other guy. This makes sense to me when there is a different path to take. However, used as a narrative tool, I think it's easily misused and potentially unconsciously abused.A map is static, and only good within a limited scope of detail. Perhaps the city streets are particularly crowded this day, or there's been a carriage accident on that road, and the PC knows a rooftop or sewer route that allows them to bypass traffic. If the villian's path includes turns, perhaps the PC knows a route cutting through shops and private residences that allows them to travel in a straight line. I'd probably require additional checks (like athletics to vault a fence) in the latter case, as obstacles might certainly slow them down as well. Just because you know a potentially faster route doesn't mean you necessarily have the means to take advantage of it.
Simulation is only an approximation. Unless you've determined every event that happens in a city, and every location of every person within that city at every moment, I think it's perfectly fair for the players to ask the DM to let the dice decide instead of forcing them to play through some arbitrary scripted event.
To me, a Knowledge check tells you about the setting, it does not shape it. A very high Knowledge check means that you know a lot about something, whatever it is. It does not mean (to me, at least) that you get to shape the setting based on it. When that's the case, players will begin to use it as such, and "narrative" skills will start to skyrocket in value. People will frequently use their skill checks not to learn and explore the setting, but to "warp reality" to fit their character's convenience.
I put "warp reality" in quotes because it's obviously not doing that to people that utilize these skill checks as narrative devices. Reality was never set, so it is not being warped. However, my group would view it as such, and would be against that implementation.
There's nothing wrong with playing with these skill checks as narrative devices. However, as the goal of my players is to immerse in the setting, they're seeking to explore the setting. Handing them narrative control takes away from a feel of exploration. They aren't finding out something new, they're creating something new. While it might be good enough for some groups (and that's cool with me), it's not good enough for us (in a modern fantasy-genre game).
It's just preference. Immersion is very important to us, and narrative authority and control greatly pulls my players out of immersion, as they address creative meta uses for their abilities and skills. If immersion is nice but takes a quick backseat to a proactively interesting story, I can see the appeal. However, since I run an immersion-first, sandbox-style campaign, the idea of narrative control mechanics for the players works against what we're trying to achieve.
So, again, it's just personal preference. I don't find anything wrong with narrative control from a game theory standpoint (for everyone). I hope I've voiced why it's wrong for my group when we play in a modern fantasy-genre style game. There's nothing inherently wrong with it, and I do use mechanics that allow for narrative control for players when I run M&M 2e (Hero Points).
I hope this communicates something productive. Just trying to give a clear depiction of my feelings on the subject. As always, play what you like

I have a section in my Running a Game chapter of my book called "Saying No". I think it's very important. You say, "yes" when it's the right time, and you say, "no" when it's the right time.If I ask my DM, "Are there any elves in the town square?" and the DM hasn't made a decision beforehand, I'm participating in the narrative process. An undefined variable suddenly requires definition, and therefore must be defined for the game to continue. I might have a Drama Point that allows me to tell the DM that there are elves in the square (automatic success for anything reasonable to the narrative). The DM might decide that it's reasonable and, wanting to see where I go with this, say yes. The DM might remain impartial and roll dice to resolve the matter, or say "You aren't sure, give me a perception check".
The DM can also just say no. This, IMO, most closely mirrors the OP's example. What I'm saying is that, unless the DM has a good justification for doing so, he shouldn't just say no. I'm also saying that, the unfortunate reality is that this is too often the case.
See, in games designed around story or the like, I like the mechanics of Drama Points or Hero Points to affect the narrative directly. I enjoy that (as do my players). We don't enjoy it in a modern fantasy-genre game. It's just taste. To us, it takes away from the fun of exploring. If you just made an elf appear, you didn't explore, you authored. That's fine in some situations to us, but it is the opposite of desirable in others.
This isn't how I'd define narrative control. He didn't actually control the narrative. He asked a question, and the focus was moved or clarified. Nothing was changed, added, or subtracted, which is how I'd define it. Perhaps it's just a definition issue that's plaguing us.In any of the above cases (even the automatic no), the player has steered the narrative a certain direction, thereby exerting narrative control. Prior to resolving the question, both the players and the DM were unaware as to whether or not there were elves in the square. Afterward, they either know the answer or at least know that they don't know the answer.
Haha, I find this amusing. Our mileage has varied. As always, play what you likeTo use an analogy, if you're sitting in the driver's seat, I can grab the wheel and exert control. You might have more control than I, but I have some control nonetheless. An RPG is like a car where the DM is in the driver's seat, but all of the passengers also have a hand on the wheel. When the driver and passengers cooperate, you have a nice ride. If they don't, the car will most likely crash. How much control the passengers prefer to exert on the wheel is up to them, but some DMs think that they're the only one driving and that typically results in all kinds of Mary Sue nonsense and other nastiness.

If my player said this, it'd be hoping it's true, not trying to exercise narrative control over the story (he doesn't know the villain is taking the most direct route, and is thus not trying to undermine that with narrative control necessarily). I think the intent is going to differ from group to group (as it has with our two groups). As such, I wouldn't assume the player wanted any more narrative control than if he said, "I'm the leader of the thieves' guild, so chances are pretty good that I can get them on gathering some local information for us." My player would assume it's reasonable based off of the consistency of the setting, and hope that it would turn out to be true. The assumption of narrative control here is an individual group thing, not a base assumption I find obvious.The "case" I am referring to was an instance of play described to us in the OP:
"The PC (intimately familiar with the city) looks at the DM and says "I'm intimately familiar with this city, chances are I know a pretty good shortcut that the villain doesn't."
You'd raised the point that not everyone wants control. And that is true. However, the case that started the discussion has the player actively and willfully stepping up to the plate, where there's no such worry. I was just returning to the original context.
However, I think it's perfectly reasonable to assume that the player in the example wanted some form of narrative control. It just depends on the group. As always, play what you like
