Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5722298" data-attributes="member: 42582"><p>I tried to give you sympathy XP for pouring over the entrails of your 10 second example, but apparently can't yet.</p><p></p><p>My approach is much closer to Mort's. I tend to do the same with NPC motivations, as per <a href="http://www.indie-rpgs.com/archive/index.php?topic=1361.10" target="_blank">this quote from Paul Czege</a>:</p><p></p><p style="margin-left: 20px">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.</p><p></p><p>Of course, once it's been accepted by everyone at the table as part of the shared fiction, then it is settled unless it is somehow unsettled by agreement (a character within the fiction does something to change things in the fiction, or something goes wrong at the table and we all agree to a retcon, or whatever).</p><p></p><p></p><p>This comment isn't intended as contradiction, but reflection and elaboration. Arguably in D&D, if the players - by application of the action resolution mechanics for their PCs - reduce a monster or NPC to zero hit points, then the GM is obliged to narrate that the NPC or monster is dead.</p><p></p><p>And a similar example came up in my game a couple of months ago with a skill challenge. After <a href="http://www.enworld.org/forum/4e-discussion/309950-actual-play-my-first-social-only-session.html" target="_blank">this episode</a>, the players had won a skill challenge, which in effect meant that their PCs had taunted an enemy - whom they had run into at a formal dinner and were therefore precluded from confronting directly - into attacking them, and therefore betraying his true colours in front of all the assembled NPC worthies. In a subsequent session, I narrated some conduct by some NPC which only made sense if the allegiance of the PC's enemy had remained ambiguous after the skill challenge. One of my players reminded me of the skill challenge success, and that the success meant that the true colours of the enemy <em>had</em> been exposed. I accepted the corerection and redescribed the situation appropriately.</p><p></p><p>I don't know where you (or others) put this on the spectrum of players' narrative control, but it felt like it at the time (at least to me as GM)!</p><p></p><p></p><p>Thanks, though there's no need to apologise! It's an internet forum - everyone's doing their best to work out what the hell these other strangers are banging on about!</p><p></p><p>Well, in the reply to that post I did say that I was going to use your agreement to wedge you, but then qualified (in paranetheses) that I wasn't entirely sure how you would handle it, and so maybe wasn't wedging you but agreeing with you.</p><p></p><p>I think that in a subsequent post you said that autowin for the NPC was OK, and to me autowin implied "no mechanics, just GM fiat".</p><p></p><p>One interesting point in the neighbourhood is this: you have said that you would have the NPC do a Streetwise (or whatever) check, and if successful take the shortest route. The players could do the same for their PCs, and then if they succeeded too the chase would be on.</p><p></p><p>So each check is resolved not as part of a conflict, but as an independent factor in the situation. I personally prefer the BW way of doing it, which is that if the players win the oppposed check then the NPC failed - and that failure can be narrated in various ways that don't have to immediately reflect the PCs agency in the gameworld (for example, losing the opposed check could mean the NPC gets stuck in a street fair, even though the players winning their check for their PCs does <em>not</em> correspond to the PCs somehow setting up a street fair). Skill challenges are meant to be handled the same way in 4e (which is pretty obvious, I think, from the structure of the mechanics, and becomes obvious if not expressly acknowledged in the example of play in the Rules Compendium). When the PCs fail on a check, the GM is free to narrate some sort of complication or adversity which isn't necessarily, within the gameworld, <em>caused</em> by the PC failing at something (eg a player failing a diplomacy check could mean that, although the PC was very coureous etc, as s/he was speaking a bird flew overhead and crapped on the NPC's cloak, irritating the NPC and thus negating the PC's attempt to influence him/her through no fault of the PC's).</p><p></p><p>But this isn't a point about narrative control by players, but rather the introduction of a metagame element into action resolution.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5722298, member: 42582"] I tried to give you sympathy XP for pouring over the entrails of your 10 second example, but apparently can't yet. My approach is much closer to Mort's. I tend to do the same with NPC motivations, as per [url=http://www.indie-rpgs.com/archive/index.php?topic=1361.10]this quote from Paul Czege[/url]: [indent]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.[/indent] Of course, once it's been accepted by everyone at the table as part of the shared fiction, then it is settled unless it is somehow unsettled by agreement (a character within the fiction does something to change things in the fiction, or something goes wrong at the table and we all agree to a retcon, or whatever). This comment isn't intended as contradiction, but reflection and elaboration. Arguably in D&D, if the players - by application of the action resolution mechanics for their PCs - reduce a monster or NPC to zero hit points, then the GM is obliged to narrate that the NPC or monster is dead. And a similar example came up in my game a couple of months ago with a skill challenge. After [url=http://www.enworld.org/forum/4e-discussion/309950-actual-play-my-first-social-only-session.html]this episode[/url], the players had won a skill challenge, which in effect meant that their PCs had taunted an enemy - whom they had run into at a formal dinner and were therefore precluded from confronting directly - into attacking them, and therefore betraying his true colours in front of all the assembled NPC worthies. In a subsequent session, I narrated some conduct by some NPC which only made sense if the allegiance of the PC's enemy had remained ambiguous after the skill challenge. One of my players reminded me of the skill challenge success, and that the success meant that the true colours of the enemy [I]had[/I] been exposed. I accepted the corerection and redescribed the situation appropriately. I don't know where you (or others) put this on the spectrum of players' narrative control, but it felt like it at the time (at least to me as GM)! Thanks, though there's no need to apologise! It's an internet forum - everyone's doing their best to work out what the hell these other strangers are banging on about! Well, in the reply to that post I did say that I was going to use your agreement to wedge you, but then qualified (in paranetheses) that I wasn't entirely sure how you would handle it, and so maybe wasn't wedging you but agreeing with you. I think that in a subsequent post you said that autowin for the NPC was OK, and to me autowin implied "no mechanics, just GM fiat". One interesting point in the neighbourhood is this: you have said that you would have the NPC do a Streetwise (or whatever) check, and if successful take the shortest route. The players could do the same for their PCs, and then if they succeeded too the chase would be on. So each check is resolved not as part of a conflict, but as an independent factor in the situation. I personally prefer the BW way of doing it, which is that if the players win the oppposed check then the NPC failed - and that failure can be narrated in various ways that don't have to immediately reflect the PCs agency in the gameworld (for example, losing the opposed check could mean the NPC gets stuck in a street fair, even though the players winning their check for their PCs does [I]not[/I] correspond to the PCs somehow setting up a street fair). Skill challenges are meant to be handled the same way in 4e (which is pretty obvious, I think, from the structure of the mechanics, and becomes obvious if not expressly acknowledged in the example of play in the Rules Compendium). When the PCs fail on a check, the GM is free to narrate some sort of complication or adversity which isn't necessarily, within the gameworld, [I]caused[/I] by the PC failing at something (eg a player failing a diplomacy check could mean that, although the PC was very coureous etc, as s/he was speaking a bird flew overhead and crapped on the NPC's cloak, irritating the NPC and thus negating the PC's attempt to influence him/her through no fault of the PC's). But this isn't a point about narrative control by players, but rather the introduction of a metagame element into action resolution. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
Top