The player did not alter the reality. The player examined the reality through his character and chose a goal that, given his skills, location, and purpose, should be accomplishable.
That is character agency.
Exactly. Can't XP.
If this is the case, I don't see how your complaint about "warped reality" tracks.
I don't know how I can help you, here. I've been bad at communication recently.
If you never use maps, and constantly ad lib, then your campaign's reality is in a constant state of flux. Plenty of things aren't fixed until they are observed (by the PCs).
No, it's not in a constant state of flux. Yes, you're right, plenty of things aren't fixed until they are observed. Just like every campaign.
Ad lib is making it up as you go along. You might have guidelines in your head, things you've decided upon beforehand, but plenty of things won't be decided until the players think to ask. Hence, if a player in your campaign asked whether he can cut the villain off by running across the nearby rooftops, I expect you might let him. Perhaps not if the area has been described as a cluster of towers, but probably so if it were a packed group of low houses.
I might let him, yep. Depends on what guidelines I have in my head. Odds are, it'd come down to a roll or rolls, just like I agreed with pemerton on.
Now, if you have a map of the town and the villain takes off down the main thoroughfare, and your map might allow a faster path if it showed the rooftops (but it isn't that detailed), would you still consider it "warping reality" and ban it out of hand? Would your answer still be the same if we accepted the premise, that you'd probably allow the attempt if there hadn't been a map.
I'd make it come down to rolls, probably. I'd allow the players to roll to see if there was a faster route, and if they succeeded on the check, I'd probably let them know whether there was on or not. If there was, then the rolls would probably be easier.
If you were forced to play with a rough map of a tavern (that showed tables but no chairs) and a player wanted his character to pick up a chair and smack someone with it, would you deny him the ability to grab a chair because it isn't on the map?
No, that's ridiculous, and I feel like that's obvious. There's a huge difference between a town map and a tavern map. That'd be like saying, "the continental map shows everything, and this looks like the most direct route. However, it doesn't show any game or wild vegetation. Can they not gather food?" Of course they can gather food. However, when it comes to the most direct route, the map will give an extremely good indication of what that is.
What if, same scenario, you'd already read a flavor text description of patrons sitting on low-backed bar stools?
If all there was were bar stools, then of course there would be no chairs. Why would there suddenly be?
Personally, I think this just demonstrates your preferred play style.
I agree, which is why I said that.
You don't use maps, therefore you haven't had to deal with the issue of a poorly detailed map. I think if you ever do run a module with a poor map, you'll find that forcing the players to cleave to such a poor model of reality will result in a poor game.
I'll take you up on that bet. I have absolutely no lack of confidence when it comes to running games. I'm at capacity for players right now (I won't run more than six players), but the two newest players left their other groups to play, and I'm stuck GMing because the other players feel intimidated by my GMing and/or have tried and didn't feel like they didn't measure up. Hell, I wrote a chapter in my RPG's book about running a game to get them to try, I've encouraged them to try or encouraged them when they were trying to run a game, and I still end up running the games.
I'm not afraid of ever running a poor game. But, hey, I probably would to people who wanted a more narrative approach. Just goes to show my style is crappy to certain people, huh? As always, play what you like
I'm a bit bemused by this conversation. According to some definitions here, it seems to that asking things like: "Can I roll Streetwise to find a vendor who'll give me good coin for these scriptures?" or "Can I find a navigator who knows these shores better than the Dread Pirate Roberts?" will grant unacceptable levels of narrative control to the player.
This is just my own style of play, naturally, but I would consider an outright "No" to either of those questions to be an unacceptable impediment to player involvement in my game.
I think what we have here is two different definitions. Asking to do something with your character isn't narrative control to me or some others in this thread (as indicated by Nagol's quote at the top of this post). A player creating a shortcut with a high check, however, does have narrative control, and that kind of "warping reality" doesn't work for some groups (I put "warping reality in quotes for a reason... it should be obvious based on the thread I assume you've read). As always, play what you like
just a note, wedegeski was observing the same thing. I believe you misunderstood his point. At this point in the conversation, you, myself, hussar and wedgeski and probably some others have all noted that there are differing definitions of Narrative Control. W was then pointing out that whatever it's called, trying to find a shorter path is not a negative player behavior.
I felt that he was saying that people were saying it was negative behavior (thus his amusement with the conversation). I probably missed where someone said that people trying to find a shorter path is wrong. Do you know what post that was implied?
I don't consider it abusive for players to ask if things exist, especially when it is reasonable that they could exist and the GM simply hasn't mentioned it yet because he hadn't considered it.
It's not like he has notes that say:
the BBEG is running to point B. he is not walking, galloping, prancing, meandering, hopping or skipping. He does not trip over stones because the street is smoothly paved. There are no salesman on this street to sell old documents to, nor are there any sailors who are better than the Dread Pirate Roberts.
Therefore lacking such notes that negate any question asked thus far, the GM has to decide if it exists or not. Which is fine. though saying Yes would probably make things more interesting an reduce RR danger, as the players would be enabled to try somethingg NOT on the DM notes.
See, I feel like you can be told "no" and not be railroaded. To be railroaded, there has to be a specific outcome the players are be herded towards. I can make a judgment call without that in mind. I'm playing in an extremely open sandbox-style game. I'm here to play everyone else in the world, and to make judgment calls about the game (and do other things like help the players feel immersed, etc.). I'm not here to screw over the players, nor am I here to help them succeed. I'm just here to impartially give them answers.
To that end, when I say "no", it's not so that they're stay on the rails. It's because that's how the world is currently arrayed in my mind, and that's how internal consistency works to me. Perhaps if the game was more focused on storyline, then yes, it's probably closer to staying on the rails. If that's the case, though, I'd expect the villain to adapt, head to a different location, not be caught anyways, etc. There's plenty of ways for someone to railroad if that's what they're going for.
Just my perspective on it, as a sandbox GM. As always, play what you like
Good points.
Is there a functional difference from asking if something exists because the player wants to know so the PC can use it, or if the player is trying to make it exist so the PC can use it?
Very much so, in my experience. In my Mutants and Masterminds 2e game, I'll let players blow Hero Points to say, "good thing I remembered to bring [insert exceptionally convenient thing]!" and it's a lot of fun. However, the point of that game when we play is to mimic a cool comic book-like story, not to immerse.
In my Children of Arrash game, if a player asked the question of whether or not something is possible, it's so that he knows how he can act in-game. Yes, he's hoping it'll work out for him, but narrative control trumping the internal consistency of the setting would bring the player out of immersion.
Two different goals, there.
So if a player asks if there's a shortcut, or if there's a rock or an apple from a vendor he can throw, sure he's hoping the answer is yes, and that in some meta-game concept he is 'creating content' that I hadn't.
If the players aren't asking for stupid stuff (can I swing from the chandelier hanging over the street and tackle Snidely?) this doesn't seem out of bounds for any of the questions the player is asking.
I really don't know who is asking for players not to ask that question. We just disagree on what whether or not that form of "creating content" is narrative control. I sincerely think it isn't at all.
I figure every question is to gain information so as to enable them to manipulate the game world to their advantage. Given the difficulty in converying absolute detail, it seems a natural give-and-take component to the RPG concept.
I agree. And you can do that by allowing my definition of narrative control, or not. You can allow the checks themselves to modify the game world, or you can just use them to focus the game world enough to answer the question. Two different methods, and neither are objectively wrong. But, people definitely have preferences, or we wouldn't have this thread. As always, play what you like
It's not hyperbolic. When I asked which element of setting, out of all the things that make up a setting, gets priority you said the map.
No, you didn't ask that. You asked what was more important: the map, or the tone and ability for characters to be heroic. I said the map, because it doesn't preclude heroic characters, nor does it break internal consistency. Had I chosen "the tone and ability for characters to be heroic," I'd be breaking internal consistency.
No, I'm saying that your argument for taste is arbitrary. All arguments that boil down to, my taste, are arbitrary and aren't really constructive in getting your point across.
That's all this entire conversation is. It's not "who's right and who's wrong." If you want to argue about whether or not narrative control for players is objectively right, good luck with that. I won't engage with it, because it's a matter of taste. Preference. That's all.
Actually, I am very much in favour of that. I have no problem with systems that balance a very high strike rate with damage reduction and other such methods.
Again, that's a "very high strike rate" (which implies not 100%) and also a way to make characters "less heroic" (their damage getting reduced). It's a different form of game balance, and arguably equally as effective, but it's still stopping a character from doing something outright heroic right now, which seems to be your objection. I don't see how they're different.
When you said you disagreed and presented your reasons why. If you just want people to "play what they want" then why bother replying beyond your initial post? It's confusing, on one hand you seem to want a response but then curtail it with your catchphrase there.
I'd definitely like a conversation. A discussion. Not an argument. This entire conversation is about what each person prefers, and why. That's a discussion of taste. To that end, all I can do is say, "I don't see it that way, and here's why I think so. Now can you see why my players wouldn't like things the way you do?" Does that make sense?
I'm not saying you're wrong. I'm not saying you're playing incorrectly. I'm saying I like playing differently, and why that is.
I agree, the heroism comes from the PCs actions, like having the foresight to cut off the bad guy at the pass.
It limits their ability to be heroic because they are boxed into being incompetent.
Giving the PCs the ability to catch a bad guy is hardly lowering any metaphysical bar.
Why is the only way to catch him cutting him off? Why is being defeated disqualify you from being a hero? Let's go over all the heroes we can, and think of one who is never defeated, or who never suffers a setback.
I'm thought about it for about one minute, but I'm blank so far. I can't think of one hero who never suffers a setback. Can you think of any? Let me know if you can. I'm assuming there's going to be quite a few if it's enough to justify "heroic actions" in a game, not just one instance.
As always, play what you like
