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Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Janx" data-source="post: 5725193" data-attributes="member: 8835"><p>We're diverging from player narrative control a bit, but the topic may bear some fruit.</p><p></p><p>I'm advising against DM certainty. Do not absolutely declare the NPC is taking the best route.</p><p></p><p>Let's say we've got a lower level party (to eliminate teleports and other "really easy" solutions.</p><p>The bad guy is going to run from Point A to Point B. Presumably when they confront him.</p><p></p><p>Let's say it is 12 blocks away to Point B. Across a diagonal (thus not a straight path down the street), and thus subject to some consideration on the best path.</p><p></p><p>1) The most obvious choice is to run directly after the NPC. This is basically some Run checks. If you don't truly lose sight of the NPC, you don't even need to know where he's going.</p><p></p><p>The GM may or may not make a mini-game of dodging and weaving through crowds. So this could be simple Run checks or more complicated.</p><p></p><p>2) The PC could grab a horse (if one exists, more narrative control being asked for) and then chase the NPC. If Horse exists, this could be a very short chase unless NPC does likewise.</p><p></p><p>3) Other options were to go up and over buildings. Going up would actually complicate things, as the NPC has to do climb checks, and some kind of check to cross buildings, especially across streets. Tactically, it might make things slower unless the street path is considerably longer. Otherwise, this is how a PC's climb and jump skills can contribute to the chase.</p><p></p><p>4) there could be alleys and shortcuts through buildings. If the GM's map shows things at the block level, it abstracts this information, and thus the GM would have to generate a lot of details spontaneously, or use die rolls to abstractly handle it (streetwise). Thus, the player's streetwise skill contributes to the chase.</p><p></p><p>If you declare the NPC has taken the BEST path, then the only way to beat the NPC to Point A is to outrun him by method 1 or 2. Methods 3 and 4 are inviable because there is ABSOLUTELY NO SHORTER PATH.</p><p></p><p>Reducing solution options is what a RR GM would do. This in turn leads to greater certainty of outcome, which is another goal of an RR GM.</p><p></p><p>Now, I do see SOME situations where it makes sense that the NPC has a routing advantage. Dr. Moriarty is going to have planned his route, as he predicted being confronted by Sherlock at Point A. The Dr. is smarter than me, so I'm going to simulate that by giving him an advantage. I might measure the exact best route* or more simulationisty, assume he took 20. Which means he gets the best route his skill + 20 allows for (maybe +2 if he got help from a local guide he later killed).</p><p></p><p>*Route optimization is a problem I have been paid to solve professionally. For a computer, you are dependent on the quality of the mapping data. Sorting through all possible paths is one problem, in the real world, you can compound this by time of day factors and lack of details in the map (like alleys).</p><p></p><p>So, depending on the map's level of detail, it may NOT be possible for a GM to PROVE his NPC has the best route even by looking at the map. Discounting for actual events going on the streets at the time of play. Which might not be accounted for by the DM other than fiat.</p><p></p><p>To sum up, being abstract allows for more variance in outcomes. It's also probably less paperwork.</p></blockquote><p></p>
[QUOTE="Janx, post: 5725193, member: 8835"] We're diverging from player narrative control a bit, but the topic may bear some fruit. I'm advising against DM certainty. Do not absolutely declare the NPC is taking the best route. Let's say we've got a lower level party (to eliminate teleports and other "really easy" solutions. The bad guy is going to run from Point A to Point B. Presumably when they confront him. Let's say it is 12 blocks away to Point B. Across a diagonal (thus not a straight path down the street), and thus subject to some consideration on the best path. 1) The most obvious choice is to run directly after the NPC. This is basically some Run checks. If you don't truly lose sight of the NPC, you don't even need to know where he's going. The GM may or may not make a mini-game of dodging and weaving through crowds. So this could be simple Run checks or more complicated. 2) The PC could grab a horse (if one exists, more narrative control being asked for) and then chase the NPC. If Horse exists, this could be a very short chase unless NPC does likewise. 3) Other options were to go up and over buildings. Going up would actually complicate things, as the NPC has to do climb checks, and some kind of check to cross buildings, especially across streets. Tactically, it might make things slower unless the street path is considerably longer. Otherwise, this is how a PC's climb and jump skills can contribute to the chase. 4) there could be alleys and shortcuts through buildings. If the GM's map shows things at the block level, it abstracts this information, and thus the GM would have to generate a lot of details spontaneously, or use die rolls to abstractly handle it (streetwise). Thus, the player's streetwise skill contributes to the chase. If you declare the NPC has taken the BEST path, then the only way to beat the NPC to Point A is to outrun him by method 1 or 2. Methods 3 and 4 are inviable because there is ABSOLUTELY NO SHORTER PATH. Reducing solution options is what a RR GM would do. This in turn leads to greater certainty of outcome, which is another goal of an RR GM. Now, I do see SOME situations where it makes sense that the NPC has a routing advantage. Dr. Moriarty is going to have planned his route, as he predicted being confronted by Sherlock at Point A. The Dr. is smarter than me, so I'm going to simulate that by giving him an advantage. I might measure the exact best route* or more simulationisty, assume he took 20. Which means he gets the best route his skill + 20 allows for (maybe +2 if he got help from a local guide he later killed). *Route optimization is a problem I have been paid to solve professionally. For a computer, you are dependent on the quality of the mapping data. Sorting through all possible paths is one problem, in the real world, you can compound this by time of day factors and lack of details in the map (like alleys). So, depending on the map's level of detail, it may NOT be possible for a GM to PROVE his NPC has the best route even by looking at the map. Discounting for actual events going on the streets at the time of play. Which might not be accounted for by the DM other than fiat. To sum up, being abstract allows for more variance in outcomes. It's also probably less paperwork. [/QUOTE]
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