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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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="Umbran" data-source="post: 5726249" data-attributes="member: 177"><p>Fair answer. </p><p></p><p></p><p></p><p>The PCs were not there to contest the death of the Mayor, so we don't get to debate that fact.</p><p></p><p>The PCs were not present to contest the planning of the escape either. But, apparently we debate whether it was done properly?</p><p></p><p>That is inconsistent. The planning is not any more subjective than the murder.</p><p></p><p>I'll give you an alternative: The killing of the mayor, and the planning of the escape, are all history. Unless your game includes extensive time travel, the players don't get to contest history that the PCs didn't experience.</p><p></p><p>The <em>execution of escape</em>, however, is ongoing, in the game's present. That is a different kettle of fish. The PCs can act in the present, and alter the future, while the past is immutable.</p><p></p><p>As for rationale - that becomes much easier when you view it this way. The NPC planned an escape. I ask you all, how often does travel go exactly according to plan? Current events (say, a mule-cart upturned in the middle of the street, or slipping and falling on night-slops just dropped from a window, or whatnot) can lead to the NPC not acting exactly according to plan. The GM is now instead rolling to see if the PC has a route that is better in the practice of the moment, instead of better in theory. </p><p></p><p>And, isn't that what we use dice for? In theory, the fighter knows how to swing a sword very well. In theory, he'll always hit. In practice, he might miss - and we use the dice to check the practice, not the theory!</p><p></p><p>The PCs and the NPC are in a contest to see who reaches point B soonest. The NPC has a head start and a plan, so he gets a bonus on his roll. But maybe the PCs can think of some things that'll get them bonuses on their roll, or maybe they'll just roll really well! </p><p></p><p>Considered that way, allowing the PCs to try makes a whole lot more sense, and we avoid the hairy (and perhaps pedantic) determination of what kind of "fact" we are dealing with.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5726249, member: 177"] Fair answer. The PCs were not there to contest the death of the Mayor, so we don't get to debate that fact. The PCs were not present to contest the planning of the escape either. But, apparently we debate whether it was done properly? That is inconsistent. The planning is not any more subjective than the murder. I'll give you an alternative: The killing of the mayor, and the planning of the escape, are all history. Unless your game includes extensive time travel, the players don't get to contest history that the PCs didn't experience. The [I]execution of escape[/I], however, is ongoing, in the game's present. That is a different kettle of fish. The PCs can act in the present, and alter the future, while the past is immutable. As for rationale - that becomes much easier when you view it this way. The NPC planned an escape. I ask you all, how often does travel go exactly according to plan? Current events (say, a mule-cart upturned in the middle of the street, or slipping and falling on night-slops just dropped from a window, or whatnot) can lead to the NPC not acting exactly according to plan. The GM is now instead rolling to see if the PC has a route that is better in the practice of the moment, instead of better in theory. And, isn't that what we use dice for? In theory, the fighter knows how to swing a sword very well. In theory, he'll always hit. In practice, he might miss - and we use the dice to check the practice, not the theory! The PCs and the NPC are in a contest to see who reaches point B soonest. The NPC has a head start and a plan, so he gets a bonus on his roll. But maybe the PCs can think of some things that'll get them bonuses on their roll, or maybe they'll just roll really well! Considered that way, allowing the PCs to try makes a whole lot more sense, and we avoid the hairy (and perhaps pedantic) determination of what kind of "fact" we are dealing with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
Top