Manbearcat
Legend
D&D 5E
I don't get it.In the LotR, we know that Tolkien allows things to change. The first time he ran that adventure, the PC(Elendil) was allowed to change his mind and say no he would not throw the ring into Mt. Doom and leave with it. The second time he allowed the party to split rather than forcing them to remain together. He allowed someone other than the ring bearer to carry the ring. He allowed the ring bearer to change his mind. And so on.
In my OP I referred to outcomes:Scripting events is not the same as railroading. But a DM has to be cautious then that he frames the scene in such a way, that the script is safe from tempering by the players.
I don't think scripted events in a roleplaying session are bad. Sometimes you want your players to react to something that has happened
By railroading I mean the GM shaping outcomes to fit a pre-conceived narrative.
The first actual action of the game, after the initial setting up, was when one of the players declared "I go to the gate of the setting, knock, and call out a greeting." I narrated an outcome without any dice being rolled - a deep voice (correctly presumed by the players to be the voice of a giant) responded gruffly. That is not railroading (as characterised by me in my OP), because it is not a case of me shaping an outcome to fit a preconceived narrative. It is simply "saying 'yes'" to the player - the player wants his PC to open negotiations, and I am letting that happen.
I find this example strange.For example, a player might set off on a course that will guarantee their death ('I want to stick my head in the rotating rusting mechanical portal') and the DM could then set the DC, choose appropriate language and communicate a cost to nudge the player away from such a choice, without directly vetoing the action. (''You can certainly try though you'll need luck and lightning fast reflexes to dodge the razor sharp, blood encrusted mechanism if you wish to keep your head. Let's call it a very high Dex save.'' )
In this example the DM could simply let the player poke their head into the portal and die. Instead, they give the player the choice - make a check and risk death. It's a non-choice really, for all but the most foolhardy players, but through framing the choice, providing the select details and setting the DC, the player is nudging the player away from having their characters take a course of action, for their own sake, without simply saying no/telling the player that such a choice is stupid/foolhardy.
Well, the classic sandbox was a dungeon, which has levels that segregate monsters by degree of power; and wandering monster tables that do a similar thing for random encounters.Sandbox 101. Players piss off evil warlord who sends 50 soldiers at them. Players die.
Is this how sandboxes work? Or do you obstruct the players from actually feeling the full effect of the consequences of their actions?
as in sandbox becomes railroad 101?
As I said, the player declared actions and was successful. In mechanical terms, he established a d6 Invitation to Enter asset, which he was subsequently able to leverage in his rolls to impose a Persuaded to Help complication on the giant chieftain.How did you determine that the giants were or were not open to negotiations?
Nor do I. Obviously setting a DC affects player success, but I do it all the time, and in my OP distinguished that sort of judgement call from railroading.while I would never say that ultimate success or failure should be determined by the DM, I do not think that every instance of DM judgment affecting PC success is some sort of transgression.
I thought the roll was to see if the chamber pot/bed pan was there.
The check is to find out whether or not the PC, looking for a vessel in the room, is able to notice one.To go back to the example from your OP, the way I would handle that situation would be to determine if I thought a suitable receptacle was present based on the factors involved. I'm not sure I like the idea of a player skill check determining such....you described this as a way to preserve drama because the PC can succeed or fail. However, I don't know if that's really the case. Is his check to determine if he notices the item or is it used to determine if the item is actually present? The way I've read your comments is then latter; the PC's check determines if the chamber pot is present.
So if the check isn't successful, then the chamber pot isn't there. How has the PC failed? The player has failed a check sure, but how has ther character failed? Perhaps I've misunderstood your premise.
As I said, the player declared actions and was successful. In mechanical terms, he established a d6 Invitation to Enter asset, which he was subsequently able to leverage in his rolls to impose a Persuaded to Help complication on the giant chieftain.
Okay I'm unfamiliar with Cortex Fantasy (so I might need some basic explanation of the mechanics), but in the post I quoted you stated you narrated this part (the PC's arriving and being allowed to enter the giant's village) without any dice rolls...right? So how was the d6 Invitation to Enter asset established if there were no dice rolls?
Also I note this asset is at d6 so I assume it is both ranked and rolled for something (by the name I'm assuming it measures the likelihood of being allowed to enter but I could be wrong)... but again there were no rolls to determine whether the PC's were allowed to enter or not so is this a case where you DM fiat'd that they could enter based on that asset being possessed by one of the PC's? And again if so what is the difference between that and deciding "yes" to the vessel situation?
Cresting a ridge and looking down into the valley below, they can see - at the base of the rise on the opposite side - a large steading. Very large indeed, as they approach it, with 15' walls, doors 10' high and 8' wide, etc. And with a terrible smell. (Scene distinctions: Large Steading, Reeks of Smoke and Worse.) After some discussion of whether or not giants are friends or foes, the swordthan decides to knock at the gates and seek permission to enter. Some dice rolls later and he has a d6 Invitation to Enter asset, and a giant (I used the Guide's Ogre datafile) opens the gate and invites him in.