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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Hussar" data-source="post: 5719596" data-attributes="member: 22779"><p>A counter question: Do the players know if there is a secret passage or not? Has this been previously established in play at all?</p><p></p><p>If it hasn't, then, from the player's point of view, nothing has changed. There is no "Mother May I" going on here because nothing, again from the player's POV, has been altered. Now, the DM might think, "Hey, that's a cool idea, let's run with that" or he might let the dice decide, or he might veto the whole thing - it's all up to the DM and none of those choices is better than another all of the time. Sometimes it would be fine, other times, not so much.</p><p></p><p>That all comes down to DM skill.</p><p></p><p>No one is saying that the players should have final say. What is being said, is that it often makes the players more involved in the game to allow them to default to having a say in what happens, with the DM reserving veto power.</p><p></p><p></p><p></p><p></p><p>The problem is, again, you're presuming a level of knowledge of the setting on the part of the DM that may not exist. It's pretty easy for the player to ask questions about details that the DM hasn't pre-defined - Is there a short cut, as an example. </p><p></p><p>How is the answer to that question (Is there a shortcut), either yes or no, not an exploration of the setting?</p><p></p><p>Now, if things start changing after being established in play, that's a different beastie alltogether. But, since nothing is actually established, the only thing that could be contradicted only exists in the DM's head, there is no changing of reality going on at all from the player's POV. </p><p></p><p>They are exploring the setting and the DM is guiding that exploration based on what they are looking for.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5719596, member: 22779"] A counter question: Do the players know if there is a secret passage or not? Has this been previously established in play at all? If it hasn't, then, from the player's point of view, nothing has changed. There is no "Mother May I" going on here because nothing, again from the player's POV, has been altered. Now, the DM might think, "Hey, that's a cool idea, let's run with that" or he might let the dice decide, or he might veto the whole thing - it's all up to the DM and none of those choices is better than another all of the time. Sometimes it would be fine, other times, not so much. That all comes down to DM skill. No one is saying that the players should have final say. What is being said, is that it often makes the players more involved in the game to allow them to default to having a say in what happens, with the DM reserving veto power. The problem is, again, you're presuming a level of knowledge of the setting on the part of the DM that may not exist. It's pretty easy for the player to ask questions about details that the DM hasn't pre-defined - Is there a short cut, as an example. How is the answer to that question (Is there a shortcut), either yes or no, not an exploration of the setting? Now, if things start changing after being established in play, that's a different beastie alltogether. But, since nothing is actually established, the only thing that could be contradicted only exists in the DM's head, there is no changing of reality going on at all from the player's POV. They are exploring the setting and the DM is guiding that exploration based on what they are looking for. [/QUOTE]
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