Thomas Shey
Legend
So illusionism is the price we pay for GM agency???
Only for the definition of GM agency that requires them to control everything about the setting and everything about the mechanics too.
So illusionism is the price we pay for GM agency???
Based on actual experience with actual players, I am going to guess "nearly none." A significant portion of players come to the table to be entertained as if if they were going to a movie. And that's fine. But I think it is silly to suggest that for some secret hidden majority of players there's this quashed desire to really WORK at the table.
That is a different kind of game. As you say, such games exist, so I'm not sure what you're complaining about. If you want to run your campaign this way, you are welcome to do so. Sounds like fun.I’ll put this here for evidence of what I’m talking about. Ray Winneger (sp) in Dungeon Magazine, back when it was a print magazine, had a fantastic series about campaign design. Really the gold standard for campaign design. Fantastic stuff. Went on for quite a few years as I recall.
I don’t recall a single article talking about engaging the players in campaign design. Everything comes from the dm.
I’ve got a cool little game that I picked up where the players collaboratively/competitively design a game world. Each player is a god and can do all sorts of things that you would expect gods to do - create lands, peoples, send disasters you name it. At the end of play, you have a complete world with geography, history etc.
Six DND DMG‘s and not a single one even whispers a suggestion of creating a campaign this way. It’s always 100% from the DM to the players who passively lap up whatever the DM is serving.
Even Adventure Paths are designed this way. Why not have collaborative dungeon design where each player builds a part of the dungeon, which the dm then stitched together. As the dm makes changes, the players are awarded a pool of bonus dice to use while exploring the dungeon. Great idea. Takes so much work load off the dm and engages the players to a huge degree.
Not so much as a hint of doing something like that in trad games.
Mod Note:In other words, a radical individualist who doesn't care what other people think? Well, at least that explains why you're not able to engage with people who feel otherwise.
For what it's worth, 4e D&D flagged this possibility in its PHB, in its DMG (both in the context of player-authored quests) and then said more, including outside the quest context, in the DMG 2.Six DND DMG‘s and not a single one even whispers a suggestion of creating a campaign this way.
I've seen GMs who think its an unwarranted intrusion to define the village your character came from.
I’ve got a cool little game that I picked up where the players collaboratively/competitively design a game world.
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Six DND DMG‘s and not a single one even whispers a suggestion of creating a campaign this way.
I don't think it's terribly different at all.That is a different kind of game.
This I think is more radical, as it is not just player authorship of background setting elements but players authoring the core obstacles of the adventure.Why not have collaborative dungeon design where each player builds a part of the dungeon, which the dm then stitched together. As the dm makes changes, the players are awarded a pool of bonus dice to use while exploring the dungeon. Great idea. Takes so much work load off the dm and engages the players to a huge degree.
This is not my experience.The whole “roll up the plot wagon and entertain me” crowd of gamers is imo very much a learned behaviour.
Often.But is this even a thing?
Is there a game out there that has rules like "once the DM has made a person, place or thing it shall never be changed ever" ? Or even more "the DM shall never make up anything the players do not like"?
And the DM does not even need to "change" things....just "decide what happens". Like the characters attack an evil wizard....but fall for the trap and fail their saves. Leaving the characters trapped in magical poisonous mud and covered in magic webs. Well, the evil wizard npc can end it right there...a single attack and TPK dead characters. But the DM does not want to do that so "suddenly" has the wizard cast Sprinkle of Cold Snowflakes for 1d2 damage.
One of many prices.So illusionism is the price we pay for GM agency???
No, it also applies to less constrained situations. In a pure narrative situation, the only limit is what doesn't break the table's WSoD/Verisimilitude. The most constricted authority is when the game makes no room for a GM at all - such as the storygames Once Upon a Time, Hobbit Tales from the Green Dragon Inn or Aye, Dark Overlord! OUaT doesn't even meet my expectations of an RPG - as the characters are all shared.Only for the definition of GM agency that requires them to control everything about the setting and everything about the mechanics too.
This is not my experience.
As to player authored setting elements, it's common for players to establish some of those elements in creating back stories, and the GM incorporating those elements into play, no?
GM agency does not have to be traded for. Nor can you lose it or give it up. It automatically exists.One of many prices.
Don't worry dear, they can't help it?I absolutely think it’s taught. When you get new players, particularly younger ones, they will constantly try to author in elements into the game, even in the middle of play.
That kind of behaviour gets beaten out of them pretty quickly by DM’s and advice around gaming where they get told that “it’s the DMs world” or “your dm is responsible for the world” and so on.
The whole “roll up the plot wagon and entertain me” crowd of gamers is imo very much a learned behaviour.
Couple of things. First off, you're missing the point. The discussion is about whether or not the players not engaging in the game is the result of being discouraged from adding things to the game or not. I do strongly believe that trad games have discouraged players from engaging beyond simply reacting to what the DM is putting in front of them. There is very little DMing advice in making players also responsible for how the game works.That is a different kind of game. As you say, such games exist, so I'm not sure what you're complaining about. If you want to run your campaign this way, you are welcome to do so. Sounds like fun.
What game are you talking about, by the way?
But, that's the thing. If the player says, "Can there be a "particular thing" in a dungeon, that's Player Wishlists and that's WAYYY verboten. The hue and cry over the notion of players being able to influence the game world like that was very, very loud.I'm not sure I've been in a game in the past 30 years where back story hasn't also been accepted between sessions. And players could regularly ask if they could find something in town or in the dungeon (particular shop, particular thing one might find in a dungeon) that the DM hadn't already thought of putting there.
I didn't say that. I was talking about the work involved in running the game. that might include setting development, but isn't limited to it. I think most players that choose to be "forever players" prefer to be entertained in a mostly passive capacity. I think many of them like railroads (or rollercoasters, as I often put it) and I think too much choice and/or responsibilities turns them off. Anyone who has ever seen the concerned and blank looks when you drop players in a sandbox and ask "What do you do?" knows what I mean.And, again, frankly, that's what's virtually killed any chance of players actually stepping up most of the time. So, the players, as @Reynard says, are barely engaged in the setting at all.
But that's my point. The DM is advised. At no point in the DMG (any DMG really) is the notion that maybe we could actually let the players take an active hand in campaign design. It's still 100% (or 99% anyway) from the DM. And, again, IMO, the reason that you get these "forever players" who are very passive is because they've had any inkling of being active beaten out of them very quickly.I didn't say that. I was talking about the work involved in running the game. that might include setting development, but isn't limited to it. I think most players that choose to be "forever players" prefer to be entertained in a mostly passive capacity. I think many of them like railroads (or rollercoasters, as I often put it) and I think too much choice and/or responsibilities turns them off. Anyone who has ever seen the concerned and blank looks when you drop players in a sandbox and ask "What do you do?" knows what I mean.
As to the specific issue of setting creation: even in the Book No One Reads, by page 6 the DM is advised to use player background inform to inform the world and let the players define elements of play.
Only if one accepts that there are no rules, only guidelines.GM agency does not have to be traded for. Nor can you lose it or give it up. It automatically exists.
Yes, we call them Laws.
For kids, yes they get a list of written rules