Sure.Sometimes what the players want is to have the external game world function independently of them and that's more important to them than the kinds of potential vulnerabilities you list here.
Sure.Sometimes what the players want is to have the external game world function independently of them and that's more important to them than the kinds of potential vulnerabilities you list here.
Very much so. As the GM on some level my job is usually play the losing side and ultimately lose. That loss might have some victories or metaphorical alert (!) pings along the way, but I pretty much wind up forced into curtailing player agency when the players don't do that orplay to win or play with a god's eye overview of things.So they were able to let go of their need to win at fun, relax, roll with the punches, roleplay their characters, stay with the fiction, and just play the game. That sounds amazing and fun.
Presumably @hawkeyefan did this.That's why you openly communicate your goals as a player up front
What's the point of the background feature if it makes no difference to what the GM decides about whether or not the player's goal for their PC is realised?The player doesn't get to narrate the outcome, the referee does.
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The player gets to try to hide as their declaration, not declare that they successfully hide. The success of that attempt is up to the mechanics or the referee.
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The players get the benefits of having tactical infinity along with the "drawback" of sometimes not having things always work out exactly how the players want them to.
Exactly. And that’s why I’m saying declare the action and narrate the outcome. Unless the outcome is exactly how the player wanted it to be, it’s a problem. It’s this weird kind of Schröndinger’s Decision. The player will commit to an action if, and only if, they know the full ramifications, consequences, and results of the action. They’d rather not do the thing than have it come off as anything less than perfect. That’s not how RPGs work. That’s how boardgames, card games, video games, and wargames work.
Maybe you should consider what is the difference between railroad, main character syndrome and mother may i. If only one of those isn't accepted even though all are derogatory then why is that?What is also interesting is that, despite complaints about using a pejorative term like Mother May I to label a playstyle, no one bats an eye at Main Character Syndrome, even though it’s clearly used as a pejorative.
Exactly. And this leads us back to somewhere near the beginning of the thread where players were talking about wanting perfect information to make game decisions despite their character having no possible way to know or taking no actions in the fiction to secure that information.
Yea, I'm struggling to see the difference between railroading and mother may I in @hawkeyefan's example.This sounds a lot like railroading to me. At the very least, unless I am missing crucial details, not the best call on the GM's part. I always find it important for there to be a chance of both PCs seeing or not seeing things, and of NPCs not seeing or seeing things. An example is, I would never just automatically assume players are successfully followed by an NPC: I would allow them to make some kind of roll, to see if they noticed a pursuer (and it might be secret and revealed after, but they would know a roll was made at some point). Similarly it the players are hiding somewhere, I wouldn't just assume they are found.
I don't think you can do that in D&D terms, at least not fairly. If he had skipped ahead he would be accused of railroading and not giving you the chance of avoiding that encounter. Kind of a damned if you do, damned if you don't situation.If the dm is just going to say no, skip the screwing around and just say no. Don’t waste my time trying to do something when it’s never goi g to work.
Show me the bit in the rules of chess where it talks about the freedom of the DM to interpret rules. Or the bit from Axis & Allies about how roleplaying works. Or the bit in WoW that says the DM can let you try anything. Or the part in Monopoly about making a character.I think you just answered your own question. People expect to know the ramifications of their decisions because in every other similar situation- other games- that’s how it works.
And there’s your disconnect. You are insisting rpgs must work differently and then getting annoyed when players aren’t buying it.
@CreamCloud0 mentioned how it didn't sound like things the GM was obligated to tell you back in 524, but this shows the other side of the problem caused by even a single player not onboard with the gameplay. Specifically "explain in detail why our plan failed even if there are elements we shouldn't be capable of knowing" with an implied [or you are guilty of bad behavior as a GM till proven otherwise]. Ironically this only exacerbates the problem from the GM's standpoint as the players start making quantum actions based on unknowable stuff & stuff the PCs have no reason to intuit like how a villager turned them in for coin how the villagers were afraid of $reason or whatever.
Exactly. And this leads us back to somewhere near the beginning of the thread where players were talking about wanting perfect information to make game decisions despite their character having no possible way to know or taking no actions in the fiction to secure that information.
Exactly. The more of this I’m reading the more it looks like utterly unreasonable player expectations and when those aren’t met, it’s claims of MMI.
Maybe you should consider what is the difference between railroad, main character syndrome and mother may i. If only one of those isn't accepted even though all are derogatory then why is that?
Yea, I'm struggling to see the difference between railroading and mother may I in @hawkeyefan's example.
In the example he didn't have to ask permission to use his ability. He brought it up and the DM said yes. The complaint really seems to be that the DM didn't give them any chance to avoid the encounter. I'm not getting why this is being called mother may I?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.