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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: 5723886" data-attributes="member: 22779"><p>Is the player's narrative control contradicting established facts in the campaign?</p><p></p><p>That's pretty much where I'd draw the line. No, the player's character cannot shoot lightning from his mouth, because it's been established in the game world that this character isn't innately magical and has no actual means of doing so.</p><p></p><p>OTOH, going by the original example, there are no established facts which are being contradicted. "Is there a shortcut" is not contradicting (presumably) anything. If it is contradicting things, then it would not be limited narrative control, but rather, outright full power narrative control.</p><p></p><p>The funny thing is, everyone seems to jump to this sort of thing whenever this conversation comes up. "We cannot possibly give that level of control to the players because they'll be douchebags and start abusing it" is about what's being said here.</p><p></p><p>My question always is, why are you playing with people you cannot trust to not screw over your campaign? There are a hundred different ways a player can deep six your campaign if he wants to. What does it matter if you add a hundred and first way?</p><p></p><p>Adding this sort of thing to D&D is trivially easy. It simply requires a slight shift in the DM. Or, to put it another way, the DM has to relax the sphincter just a little and let the players have a bit more say in how things run and trust that the players are just as interested in having a good game as the DM.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5723886, member: 22779"] Is the player's narrative control contradicting established facts in the campaign? That's pretty much where I'd draw the line. No, the player's character cannot shoot lightning from his mouth, because it's been established in the game world that this character isn't innately magical and has no actual means of doing so. OTOH, going by the original example, there are no established facts which are being contradicted. "Is there a shortcut" is not contradicting (presumably) anything. If it is contradicting things, then it would not be limited narrative control, but rather, outright full power narrative control. The funny thing is, everyone seems to jump to this sort of thing whenever this conversation comes up. "We cannot possibly give that level of control to the players because they'll be douchebags and start abusing it" is about what's being said here. My question always is, why are you playing with people you cannot trust to not screw over your campaign? There are a hundred different ways a player can deep six your campaign if he wants to. What does it matter if you add a hundred and first way? Adding this sort of thing to D&D is trivially easy. It simply requires a slight shift in the DM. Or, to put it another way, the DM has to relax the sphincter just a little and let the players have a bit more say in how things run and trust that the players are just as interested in having a good game as the DM. [/QUOTE]
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Giving players narrative control: good bad or indifferent?
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