Excellent? More like 'unfocused and mostly unstated'... but thanks anyway.Matt Snyder said:Hi, Mallus. I'll try to address all your excellent questions:
Hey, I like that. Would that mean if the outcome was 'We sneak past the guards', that would mean the players snuck past all the guards in a specific scene, and you would move on to the next type of conflict?In Burning Wheel, there is a very specific rule called "Let It Ride."...
I realize that. Its fair to say in the D&D campaign I run there are often several "systems" running side by side. One looks something like the D&D RAW. Another looks like a group of writers for a sketch comedy show working on a skit about swords and sorcery novels that will never air...The only thing I'd add to this is the observation that THAT THING you describe ("freeforming" and "just letting the GM decide" is, itself, a kind of system. It's an informal, unspoken, unwritten one, sure. But, it's a system.
It's something I like best about RPG's; there usually isn't just a single rule system in effect. Sometimes task resolution involves a die roll, other times some bad acting. Sometimes all it takes is a good idea.
I don't like it either, frankly. But I can see why its done. And how much it bothers me depends on the genre expectations in play. In a supers game, its fine.But, when the GM says "he just gets away" that drives me crazy.
Well, yes. That's the standard model. Players control their avatars and the DM/GM controls the enviroment and the supporting cast.You can see in your language where you've ONLY talked about whether the GM decides at all, yes?
I recognize that there are other possibilities. That's what was getting at when I brought up narrative authority and the 'exploration thing'. When I DM, I like sharing the narrative authority, when I play, I don't.But, my point has been entirely that your supposition is not the ONLY possibility, even in D&D play.
I don't want the right to help decide what's in chest because having that right damages my ability to mantain that oft-mention 'suspension of disblief'. I prefer the play model which empowers the DM/GM to create the world, gem-placement and all. Where my ability to manipulate the game world is limited to my character.
I like a 'solid' game world. Me-as-player having narrative rights over it, even itsy-bitsy ones like collaborative gem-placement, makes things feel all wispy...
Sure. And I think its interesting to explore the ramifications of those 'other means'.I see no reason we can't come up with OTHER means to decide such things that are often a "given" as the sole property of the GM.
Whew... I'm too tired for this. I'm not up for an 'illusion of free will vs. actual free will in RPG's' debate right now. I'll check back in tomorrow....snip...I find this play utterly distasteful and unfun. Many, many other role-players do not....snip...Now, you also asked, how in the heck would we KNOW this happened? Usually, we wouldn't. Pages and pages of "GM advice" cherish exactly this kind of sleight of hand. It's held up frequently as "Good GMing."
But I'll leave with a lyric from Robyn Hitchcock... "If you think you're in love, then you probably are".