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Is D&D an illusion?

You keep using that word. I do not think it means what you think it means.

Even if the DM was doing everything in his power to water down the choices that the players were making, those choices would still be real.

And if he kept the water coming, the players would eventually make the choice to take the game somewhere else.

You aren't talking about an illusion, you are talking about power to affect plot. And that has to belong to the players to some extent, otherwise it's no longer worth it. It would just be the DM playing with himself.
 

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Yes, you are correct, anyone can play the game in anyway they wish. Though, if we settle there, having any discussion about the game becomes immaterial. ;)

No, no it doesn't become immaterial. In fact, it becomes *more* material.

You see, you guys are arguing about what the GM and game are supposed to be - that's a theoretical discussion, quite immaterial. If you do what I'm talking about, you can get to the far more material discussion of practical techniques to get what you want out of the game.

Don't get me wrong. I like discussions of theory more than most. However, I find the false absolutes folks put forward encourage more dogmatic argument, and less exchange of useful ideas. There's a wide world of difference between, "A DM is not a storyteller," and, "I prefer to keep the DM-storytelling to a minimum in my games."

GM perhaps, DM I'm not sure I agree. I know it is splitting hairs, but the thread specified DnD. On the whole, DnD seems a poor platform for a completely collaborative story-telling game as typically....

I'm sorry, but D&D isn't that special. As I understand the term "completely collaborative story-telling game", very few things fit the bill. In this sense, D&D, World of Darkness, Mutants and Masterminds, Deadlands, Star Wars, Old School Hack - whatever you play, you're probably playing something designed on the same basic D&D scheme of player and GM interaction. So, GM works quite well.
 
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It's about GM steering. I say the GM is steering, conciously or unconciously, whether they claim to be or not.

Remember that thread where you had the dumb party and the Lich. They got screwed by the Lich. Why, because you effectively steered it that way. I might have steered it a different way (that's what I suspect was the crux of Hussar's debate on that topic).

.


The way I would view it would be that the Lich -not the GM- steered it that way.

The way I typically* view the game world from the DM chair is that NPCs have motivations and personalities just like the PCs do. What they know is not the same as what I know as the GM.

*(I say 'typically' because there are certain rpg systems which are at better or worse suited for this view.)
 

Pemerton's example looks like the playrs get more control over what happens next. Probably to expedite play by post.
I don't follow this. My game is not play by post. It is face-to-face tabletop.

In pem's example, why did initiative get rolled for combat at the end of dinner? While it may seem a natural consequence that the party just called out the villain, and the fight starts. However, it's also possible that he might prevaricate. After all, what proof does the party have? Or that he migh have actually changed his robes (who goes to a fancy dinner wearing the same robes that he dungeon crawled in)
On the last sentence, the PCs (after cleaning up with water and Presdigitation).

On the "why did initiative get rolled" - because the player of one of the PCs wanted to force a fight - he rolled a skill check, the final in the skill challenge - after another player boosted the roll, it was a successful skill check - therefore, the player gets the outcome that he sought.

That's what action resolution mechanics are for, in my view - to lock in outcomes.

Ultimately, somebody thought it made sense to do a fight scene next. But it didn't have to be that way. and the choice for that was arbitrary.
You seem to be assuming that the action resolution mechanics don't actually resolve actions. That is one approach to RPGing, and it will typically generate a lot of illusionism (or in some cases, railroading!). It was popularised by AD&D 2nd ed and Wolrd of Darkness.

But it is not the only way of using action resolution mechanics, and it is not my preferred way of doing so.
 

It's about GM steering. I say the GM is steering, conciously or unconciously, whether they claim to be or not.

Remember that thread where you had the dumb party and the Lich. They got screwed by the Lich. Why, because you effectively steered it that way. I might have steered it a different way (that's what I suspect was the crux of Hussar's debate on that topic).

When EW made a comment about not being able to fail, that's at the crux of DM steering.

Either way, DMs are steering. So if the PCs fail, the DM is making a decision on whether to make that failure be a show stopper.

You seem to be under the impression that such decisions are made on a whim, in some sort of vacuum. The consequences of any success or failure are dependent upon the circumstances. While a loss in combat to merciless savages usually results in death, not every failure including combat is fatal.

There is steering going on. What happens is driven by the motivations of those with the power and resources to determine exactly what that is. If the PCs are losing a combat and a loss seems certain, the consequences of that loss can vary depending on who they are fighting. A savage animal looking for a meal will not likely be influenced by bargaining. A gang of thugs that might be tempted by the possibility of a ransom payday is another matter.

While too much leniency could lead to EW's loss of sense of accomplishment, leaning the other way, is also self-defeating. it does you no good to run a TPK every week.

So, when somebody was busting CuRoi's chops over story style, maybe they haven't considered this:
what if CuRoi is more than happy to TPK his party if they botch a combat
what if he is always adjusting things so the party has another chance, with non-combat failures, unless the party takes a different direction.

The result is, sure, he's trying to tell a story. So long as its the one the PCs are trying to move toward.

This is all within CuRoi's right as GM to use his ability to steer.

If the players are all on board and fine with the story everything is ok. Of course knowing that combat is the only activity that the party gets to succeed at via thier own ability might influence decisions toward making more solutions combat oriented. Why spend valuable game time going through the motions to resolve something if the end result is always[insert handwave here] success somehow?

It is quite natural for players to seek out the best ways to be genuinely effective. Fudging the result of all non-combat action is telling them that fighting is the only meaningful activity in the game.


But this also means, as a player, your successes are also illusions. Which, to an extent, they may be.

If the players are all on board and agree that story is more important to them than meaningful resolution of in-game action there isn't a problem.
 

defines point A and point B in the adventure? In fact, who defines the "adventure"?
I offered my own answer to this upthread. The GM defines point A (this is "scene framing", and exercise of "situational authority"). A good GM will define point A having in mind what has gone before, and what his/her players want to do next.

Point B is determined by application of the action resolution mechanics (which may include such maxims as "say yes or roll the dice"). The action resolution mechanicss, in D&D, provide for points of input both by the players and the GM. So it would be they who jointly determine point B, in the course of playing the game.

if you do in fact run a game where the players define all the story and plot elements and wander through a world entirely of their own creation, then yes, you as DM are just the head dice roller as it were.
In this comment, you are running together situational authority, content authority and plot authority. If you run those things together, then it becomes harder to understand how a game works which keeps them separate.

As I said upthread - and I posted some examples to illustrate it - in my game I as GM exercise situational authority, content authority is shared with the players but mine is the biggest share, and plot authority is distributed and mediated via the game mechanics.

I'm a bit skeptical of the numerous completely "hands off" DMing claims. I'm willing to bet more DMs take control of story, plot and campaign direction than they admit.

<snip>

I've ascribed to the "sandbox" crowd in the past here but there seems to be this interesting move to completely divorce DM responsibilty for the plot which I find a bit over the top.
Of course you can be sceptical all you like, but I always find it more interesting to try and understand how others approach the game.

What I have described above, by the way, is not a sandbox. In a sandbox, roughly, the players exercise situational authority, but the GM has more content authority than in my preferred approach. (If the players exercise both situational and content authority, then they really are starting to move their PCs through a world of their own creation, which can lead to an incoherent breakdown in play.)

In classic D&D sandboxing, there is also a different action resolution mechanic from my preferred one. In classic D&D sandboxing - of which [MENTION=66434]ExploderWizard[/MENTION] gives an account upthread - an important aspect of action resolution is for the GM to project the behaviour of the situation based on his/her knowledge of where it is now, what NPCs are thinking, etc etc. My approach - as exemplified in the examples upthread - is at key points to allow the players to state their goals for a situation, and to then have that resolve mechanically (eg via skill challenge mechanics). The sort of extrapolation that ExploderWizard talks about becomes a device for setting parameters of plausibility/permissibility on a scene, rather than for determining exactly what happens within it.

Here are some quotes from another RPG forum that have influenced my approach, and that have helped me to articulate it:

From Paul Czege:

I think your "Point A to Point B" way of thinking about scene framing is pretty damn incisive. . .

There are two points to a scene - Point A, where the PCs start the scene, and Point B, where they end up. Most games let the players control some aspect of Point A, and then railroad the PCs to point B. Good narrativism will reverse that by letting the GM create a compelling Point A, and let the players dictate what Point B is (ie, there is no Point B prior to the scene beginning). . .​

[A]lthough roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. Tim asked if scene transitions were delicate. They aren't. Delicacy is a trait I'd attach to "scene extrapolation," the idea being to make scene initiation seem an outgrowth of prior events, objective, unintentional, non-threatening, but not to the way I've come to frame scenes in games I've run recently. . . when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. We've had a group character session, during which it was my job to find out what the player finds interesting about the character. And I know what I find interesting. 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. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.​

From Ron Edwards:

If, for example, we are playing a game in which I, alone, have full situational authority, and if everyone is confident that I will use that authority to get to stuff they want (for example, taking suggestions), then all is well. . . It's not the distributed or not-distributed aspect of situational authority you're concerned with, it's your trust at the table, as a group, that your situations in the S[hared] I[imaginary] S[pace] are worth anyone's time.​

Once we're clear on the basic approach, we can then ask what sorts of tools are needed to help support it. At a minimum, it needs:

*PC build rules that will produce PCs that are ripe to engage in exciting situations;

*Players who are enthused to play those PCs;

*Encounter design guidelines that will facilitate the GM in building such situations, and quickly if necessary (because scene resolution is not pre-determined);

*Action resolution rules that will (i) bring out what is exciting about those situations, and (ii) bring them to a resolution in a way that seeds future situations that will engage the PCs, and (iii) affirms rather than suppresses player enthusiasm.​

These are different tools from the tools needed to support classic D&D sandboxing (for example, world building is not part of them - whereas world building is fairly central to classic sandboxing).

We can then look at what features of what systems possess those tools, or the tools that would support other approaches.

From my point of view, it's not about whether my sandbox is bigger or smaller than your sandbox - as I've said, I don't even have a sandbox! It's about talking sensibly about a diversity of tools to support a diversity of playstyles.
 
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It's about GM steering. I say the GM is steering, conciously or unconciously, whether they claim to be or not.

<snip>

But this also means, as a player, your successes are also illusions. Which, to an extent, they may be.
In focusing on success here, it seems you're already presupposing an approach to play that not everyone may share. You also haven't made it clear what you mean by "success".

Here is a relevant passage from 4e's DMG2 (p 87):

e sure to distinguish between what the characters find desirable and what the players enjoy. The characters probably don't like being attacked by drow assassins in the middle of the night, but the players will probably have fun playing out the encounter. Failing a skill challenge can create plenty of problems for the PCs, but the best kinds of problems are ones that lead to additional fun encounters.


This is similar to my example upthread. If the players had failed the skill challenge (because the final action point had not been spent) then their wizard enemy would have walked away rather than decided to attack them. Which is to say that they would not have achieved what they wanted to in the encounter (which is to goad him into attacking).

But it's hardly as if either the players or the PCs have failed in any deeper sense. They've still had an interesting and engaging social encounter. They've still taunted their enemy. They're still the ones sitting at the banquet table, with him having left in anger.

To generalise: in my game, at least - but I think this is the default 4e approach - success and failure are about "Did the players achieve their goals for the encounter in question?" But even if the answer to that question is "No", it is still expected that they will have achieved their broader goal of having a fun time, and will be continuing to have a fun time in the next situation, even though it's not quite the one they were hoping to take part in.

In my view, at least in my game, none of these successes in an illusion. The fun isn't an illusion. The relationship between the scenes I frame, the outcomes of prior scenes, and the baggage that the players and their PCs bring to these scenes, is not an illusion. The use of action resolution mechanics to determine how a situation resolves, which in turn influences what scene is framed next, is not an illusion (eg if the players succeed on an Intimidate check, such that their PCs successfully cow a cultist, then the next scene will not involve that cultist attacking them).

So far you seem to have been speculating abstractly about whether or not the player influence on the direction of play must be an illusion. Do you have any actual instances of play, or any particular approach to play, in mind, that you can post about?
 

There is steering going on. What happens is driven by the motivations of those with the power and resources to determine exactly what that is. If the PCs are losing a combat and a loss seems certain, the consequences of that loss can vary depending on who they are fighting. A savage animal looking for a meal will not likely be influenced by bargaining. A gang of thugs that might be tempted by the possibility of a ransom payday is another matter.


As another chap said, The Lich decided to screw the players (not that they did not have it coming).

The GM is the playing the lich. and the dungeon, and the other NPCs. While he's making decisions that hopefully make sense and are in character (can't argue with the Lich example making sense and being in character), what was the GM's motivation for putting it there?

In the hands of a good GM, these decisions all seem logical outcomes of the NPCs. However, as GMs we're the only party at a table playing both sides of conflict (the helpful and harmful NPCs). Whereas, the players are generally just control of themselves as individuals and have no conflict.

If the PCs make a mistake outside of combat, who decides on the severity of the outcome?

Are you sure you're roleplaying the NPC or maneuvering toward an objective outcome?

How do you know that what you've decided to make happen next is a fair selection, out of all the possible ways to handle it.

It's pretty easy to say, well if the PC kills an NPC, the cops'll show up and try to arrest him, and if that works, off to jail, and then the block.

But as the real world shows, people get murdered all the time without any suspects arrested, or worse arrested and the trial fails to find the party everybody "knows" is guilty.

So, with any 1 outcome the GM thinks is the right outcome, is it really?

For a good GM, this always works out fine. for the bad GMs, this is where the problems arise.
 

If the PCs make a mistake outside of combat, who decides on the severity of the outcome?
In my peferred approach to play, if the GM and the players disagree on what the outcome should be then the action resolution mechanics should be invoked, with reasonably clear stakes put up by both parties. (In your murder example, this might be a Streetwise check to remain undiscovered, or a Diplomacy, Bluff or Intimidate check - as appropriate - to avoid convinction upon trial.)

If the GM and players agree, then "say yes or roll the dice" indicates that there is no need to roll the dice.
 

If the PCs make a mistake outside of combat, who decides on the severity of the outcome?

It depends on what information the players have at thier disposal. If the players know what failure can mean then they do. If they are attempting something desperate and are unaware of the risks the severity of failure can be much lighter, or harsher than imagined. If nothing logical about the situation and setting context are of any use then the degree of failure is a good fallback measuring stick.

Are you sure you're roleplaying the NPC or maneuvering toward an objective outcome?

If you do the first one, the other will follow.

How do you know that what you've decided to make happen next is a fair selection, out of all the possible ways to handle it.

Trial and error. Becoming a good, fair DM takes work and includes making mistakes. You must learn from your bad calls and turn them into something positive.There are no real shortcuts for this experience.

It's pretty easy to say, well if the PC kills an NPC, the cops'll show up and try to arrest him, and if that works, off to jail, and then the block.

Often much easier said than done.


So, with any 1 outcome the GM thinks is the right outcome, is it really?

For a good GM, this always works out fine. for the bad GMs, this is where the problems arise.

The only measurement for this is player satisfaction. Do the players think the game is being run fairly enough to keep returning session after session? If players can accept an outcome as fair even if it wasn't the one they were hoping for, you are doing alright.
 

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