Please define the term "category error". I'm not sure what you mean by it, as opposed to any other type of error.
An error that arises from treating something as being an instance of a type that it is not.
For instance, anthropomorphic explanations (say, explaining gravitational forces as "The two masses want to move towards one another) involve category errors. People (and other animals) have
wants, as a result of which they move towards one another; but masses per se do not. The concept of
desire has no work to do in explaining planetary motion, or why the apple (supposedly) fell on Newton's head.
Asking what colour the taste of an apple is (if asked literally and not by way of metaphor) is a category error, as colour pertains to visible sensation, not taste sensation.
And describing something as neither true nor false in the fiction at a certain time
within the fiction (eg the time when the PC looks for the mace) because
at that time in the real world the answer hasn't been authored yet is a category error, as it attributes a property of the real world (
is the moment at which a piece of fiction is authored) to the fictional world - whereas, in the fictional world, events arent
authored at all, but arise through the (fictional, imagined) causal processes that govern the gameworld (eg people become evil because of poor parenting, or exposure to maddening radiation in temples of Tharizdun, or whatever other causal process operates in a given setting).
magic item identification
But isn't magic item identification by trial and error almost the textbook example of a puzzle (not for the PCs, but for the players). Eg:
Player: I pull on the boots.
GM: Your steps feel somewhat lighter.
Player: OK, they're either Boots of Levitation or Boots of Striding and Springing. I try to jump over the treasure chest!
I think the resemblance to 20 questions - a classic puzzle-solving game - is pretty evident.
it's not usually the player's place to impose their will on the fiction in any great degree, but instead to react and deal with what is already there.
So much depend on what the "already there" refers to. Is it the 12 deities imprisoned beneath the ruins of Castle Greyhawk, which Robilar unleashed? That's absolutely a player imposing his will on the fiction.
Is the "already there" a whole series of "character arcs" for NPCs, towns and regions, etc, that the GM has mapped out? Then to me it seems like the player is primarily contributing some colour to a pre-determined series of events.
This is why I will pilfer situations from modules - set-ups that are just waiting for the players (via their PCs) to "set them in motion" - but am not interested in a module's prescripted sequence of events and metaplot.
pemerton said:
the presence of a "self-moving" plot would make it less appealing to me.
It's like a version of the "freeze-frame" room in a dungeon: you don't need it to change because (i) when the players first encounter it, it doesn't matter that the fiction was authored by the GM some time ago and hasn't been touched since, and (ii) onece the players encounter it, they will generate changes.
<snip>
life goes on. This to me seems goes-without-saying blindingly obvious if one's intent is to run a living breathing game world, and by no means whatsoever is it railroading in any accepted sense of the word I've ever heard of - other than what you've posted here.
But, when the PCs leave said room does it (have to) become static again? I think that's the crux here, particularly when you replace "room" with "town" or "region" or anything else.
Maybe, maybe not. As is often the case, a lot turns on details.
If stuff happened that
matters to the game, in the sense of engaging or involving stuff that is core to the PCs (and hence their players), then the situation might continue to be important. It would inform framing; inform the narration of consequences for failure. But none of that requires the GM to give the town its own "character arc"!
Here's an example of play (from my main 4e game) that shows how I handled the return of the PCs to the underdark, and the lands of the duergar and the drow after killing Lolth and sealing the Abyss; I've put it in sblocks for length.:
[sblock]
The PCs (and players) then pondered how to get to Thanatos, on the 333rd layer of the Abyss. The invoker/wizard remembered that
they had an Aspect of Orcus trapped back in the duergar hold that had been invaded by demons, and thought that it might have information about a secret way in.
The PCs therefore teleported to Phaevorul (the nearest portal that they knew) and travelled through the Underdark to the duergar hold. This provided a chance to introduce a bit of colour illustrating the effects that their godslaying had had upon the world: with
Torog dead the Underdark had reverted to roiling chaos, and in combination with the death of Lolth dead this meant that the drow civilisation had virtually collapsed.
In the small skill challenge to travel to the duergar hold and deal with the Aspect:
* The wizard/invoker maintained the PCs' phantom steeds (with a +40-something Arcana bonus this was an auto-success that didn't need to be rolled for);
* The player of the ranger-cleric made a successful Dungeoneering check, aided by the dwarf, to steer a path through the now everchanging, roiling Underdark;
* The sorcerer made a successful Diplomacy check (he had retrained Insight to Diplomacy and succeeded against a Hard DC) to persuade the wandering and raving drow that now was the time to return to the surface and dance once more under the stars, as they had with their elven kin in the times of old;
* Once they arrived at the duergar hold, the paladin made a successful Diplomacy check to persuade the duergar to let them gain access to the trapped Aspect of Orcus so that they could take the fight to the Abyss;
* The duergar - who had always felt comfortable dealing with a fellow bearer of diabolic taint (the paladin is a tiefling) - explained that Asmodeus was now calling upon them to join him in an assault upon the Abyss, and sought advice as to what they should do;
* The paladin cautioned them against becoming bound to devils, instancing the downfall of the tieflings as an indicator of the possible costs and pointing to the fact that the drown were now freed from Lolth's yoke - I asked, to clarify, whether he was trying to persuade the duergar not to go along with Asmodeus, and he said yes, so I called for the Diplomacy check against a Hard DC;
* The invoker/wizard indicated that he would help, and made a successful check as he cautioned the duergar against being manipulated by Asmodeus into being his fodder in a futile war; but together with the paladin player's rather dismal roll this wasn't quite enough (from memory, 6 (roll) +32 (skill) +2 (aid another) for 40 rather than 41);
* There was then a brief discussion in which I reminded the player of the invoker/wizard of some backstory he had forgotten, namely, that
the reason Levistus and Bane had let him be resurrected (back in mid-Paragon) was on the condition that he help prevent Asmodeus invading the Abyss and thereby risking a spread of chaos;
* Back in the game rather than the metagame, the PC could tell that his imp was itching to speak;
* So the player spent his action point to let his imp speak to the duergar, thereby giving an extra bonus to make the roll succeed - mechanically, this was the imp granting its +4 Diplomacy bonus vs devils and their friends (from the invoker/wizard PC's variant Devil's Pawn theme) to the paladin; and in the fiction, the imp explained to the duergar that it was
Levistus who, of the archdevils, had the backs of mortals, and they should not let themselves be tricked by Asmodeus into a foolish sacrifice;
* The players weren't entirely sure that switching the duergar from Asmodeus to Levistus was maximum progress - the dwarf fighter/cleric was mumbling "What about Moradin?" somewhere in the background; but at least Asmodeus will not have his duergar army when he assaults the Plain of One Thousand Portals;
* Attention now turned to the Aspect of Orcus - it had been trapped by channelling power from Vecna, and the player of the invoker/wizard had already pointed out that Vecna would be alerted if the PCs tried to steal secrets from it; now, a successful Religion check (made easily against a Hard DC, with a +40 bonus) allowed the invoker/wizard to make contact with Vecna and ask him to rip information of a secret entrance into Thanatos from the mind of the Aspect;
* Vecna indicated a willingness to do so, but only on conditions - that the
trapped Aspect of Vecna (whom the invoker/wizard and the paladin had bound drawing upon the power of the Raven Queen) be released;
* The invoker/wizard would only do this if the paladin agreed, and the latter was not keen; I told the players that with a successful Insight check vs a Hard DC the invoker/wizard could read the secret from Vecna without needing to be overtly told - so the PC said to Vecna "We'll find another way" and then rolled the check, which missed by 1, but then he activated his Memory of One Thousand Lifetimes and rolled a 6, which was enough for a success and, he hoped, enough to mean that Vecna may not know that his mind had been read;
* With the secret entrance into Everlost, Orcus's palace of bones on Thanatos, now acquired, all that was required was to cast the Planar Portal to teleport there: I read out to the players the description of Thanatos and the palace from the MotP, and they were glad they hadn't tried for a frontal assault; this also described Thanatos as being "inhospitable even by the standards of the Abyss", and so - although the PCs had Endure Primordial Elements up - I called for the 8th check of the skill challenge - a group Endurance vs Medium DC (ie 31);
* The dwarf has a +34 bonus, and so the player of the dwarf asked if he could try to shelter someone else - I said he could grant a +2 in return for facing a Hard DC (41), which he did - and he succeeded; the paladin also succeeded, as did the ranger-cleric once the bonus from the dwarf was factored in; the sorcerer failed by with an Easy success, so I docked him a healing surge; the invoker/wizard failed with a result below an Easy success, and so I rolled damage for him - about a healing surge's worth.
The session ended there
[/sblock]
We also can't expect the world to stay still over there while we take care of this mission over here.
But the world can "unfold" - contributing the occasional bit of colour, perhaps appearing in some framing - without contradicting the players' achievements or negating the significance of their choices (including their choice of "this mission" as the thing that they care about).
I see it as well within the DM's purview to drop all sorts of surprises on the characters...some good, some bad. Where it becomes railroading is when such is done out of spite (I've seen this) or to force the party to stay on mission rather than do something else.
Until you tell me how the surprise relates to the
outcomes of play, I can't tell you whether or not I would regard it as railroading. Which goes back to the example of the assassination of the Marquis.
If this undoes an apparent victory by the players, then in my view it is railroading, because it's the GM overriding the result(s) of the players' declared and resolved actions, in order to shape the shared fiction in some particular direction.
But if it doesn't, then maybe it's just framing.
With the vampire example, though, I find it hard (not impossible, but hard) to imagine very many cases where the revelation that the sponsor/mentor is really a vampire (an evil undead) would be mere framing. Mostly I would expect the players (and their PCs) to be invested in their sponsor/mentor, and hence would feel that this is a turning of the tables which would be fine as a consequence of some appropriate failure, but objectionable (at my table) as a mere framing device.
what if a player narrates something that contradicts that...even something as simple as the guy admiring his reflection in a mirror.
How does a player get to narrate that a NPC vampire is admiring his reflection in a mirror?
pemerton said:
<stuff about the example of the baron's raise of taxes making the townsfolk dejected and sullen?
it's still the DM doing something off-screen that has effects on-screen - so is it framing, railroad, or neither?
I've answered this, and you even quoted my answer:
If the adventure the PCs have just returned from is one in which they won a social conflict with the baron over the level of taxation, then probably yes - it's just fiating a failure over the top of the players' success.
If the state of the village and the wellbeing of the villagers is something the players (via their PCs) have a clear commitment to, then it doesn't look like railroading but rather framing: it's setting up the situation with which, presumably, the PCs are going to engage. (By pushing the baron to lower taxes.)
If the village is just somewhere the PCs are passing through, then it seems to be simply colour, and nothing of any significance is going to turn on it.
That seems pretty clear to me.
Also, the GM hasn't actually "done anything" off-screen. The GM tells the players the townsfolk look miserable and sullen. If the players (and their PCs) ignore this, then nothing of any consequence has happened either on-screen or off. If a PC asks "Lo, good burghers - what troubles you?" and they reply "The baron hath raised our taxes", then the backstory is established but it's still not the case that the GM did anything off-screen. The baron did (raised taxes). The GM didn't.
Just as it is often helpful to distinguish the player from the PC, so it is equally useful not to confuse the actions of the GM (eg saying something at the table) with the actions of NPCs and other inhabitants of the gameworld. The GM's action exert real causal power in the real world; the actions of NPCs have imaginary causal power in an imaginary world. When we're talking about
playing the game, we're mostly interested in the former sorts of actions, I think.
pemerton said:
I - the GM - did not know either. The likelihood of the brother having been evil all along was not established as an element of the fiction until I narrated the failure of the attempt to find the mace in the ruin.
I didn't realize this was an element introduced on the fly.
And that makes it an even bigger problem that it already was! Why?
Because now every interaction that has ever happened with the brother in previous play has just been invalidated. He was evil all along, it seems, but any previous interactions with him didn't have that sitting there as part of his backstory and-or personality (known only to you-as-GM as he is, I believe, an NPC) and thus couldn't be a part of driving what he did or said. In other words, the internal consistency of that character just took one hell of a beating.
<snip>
when a GM is at the helm and knows the surprises ahead of time she can filter what happens in the game (outside what the players do with their own characters) through those unknown elements and thus keep things somewhat consistent.
Well, first, as a side point, I can assure you that it was not a problem at all, either big or small.
Second, there was no previous interaction with the brother
in play: only as part of the backstory of two of the PCs (the brother PC had not seen him since his possession; the wizard-assassin PC had been tutored by him subsequent to his possession, and had had some bad experiences in the course of that, leading to her resolution to kill him, flay him and send his soul to . . . [a bad place]).
Third, to the extent that the brother PC's memories of and affection for his brother were invalidated, that's the whole point! That's what makes it a failure. (And that's why I find the notion that "fail forward" means "no real failure" or nothing more than "success with complication" completely misses the point.) As I posted in reply to [MENTION=16814]Ovinomancer[/MENTION] (post 314):
The PC has chosen to return (for the first time in 14 years) to the site where he last saw his brother; the tower they had to abandon when it was assaulted by orcs; the place where, in trying to fight off those orcs, the brother tried to summon a mighty storm of magical lightning and instead opened up a conduit to hell and was possessed by a balrog.
Having returned, the PC hopes to find the item he was working on, seeking to enchant, when the orcs attacked.
That is not a low stakes situation. It's a high stakes one. The player chose to put all this to the test; and failed.
If the player wanted to remain safe with his PC's nostalgic memories of his brother, he shouldn't have tried to reclaim his past legacies. But he took the risk. That's the point of the game! (The motto for Burning Wheel is "Fight for what you believe!" The player (and PC) believed that by recovering the lost mace, he could advance his attempt to redeem his brother. But he lost the fight. That's what happens when you fail a check.)
Fourth, I don't know what inconsistencies you are talking about. I'm not aware of any, and have not posted about any in this thread. (Because there were none.)
I've already
quoted Paul Czege twice in thread; maybe third time's the charm:
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.
Managing backstory and maintaining the consistency of the fiction is of course an important GM function. (Though not a sole GM function: players can remember backstory too, and point out that some new element someone wants to introduce would conflict with the established fiction.) But you don't need to write everything in advance to maintain consistency (as the example of Charles Dickens and his two endings to Great Expectations illustrates).
You're saying the arrows represent a failure; I'd say they represent a success of a sort: it's confirmed that the brother was bent all along.
It's no sort of success. The PC (and player) want to redeem the brother. The mace is envisaged as some sort of means to that end (I can't remember the details anymore). Instead, evidence that the brother may be irredeemable is found. That is failure.
(If the goal of play was
to solve the mystery of the brother, then learning stuff about him would be a success. But that was not the goal. And up until the moment of revelation, there was no "mystery of the brother" - the PCs who had any opinion of the brother at all both assumed that he had been corrupted by possession.
Again, for emphasis:
solving puzzles is not a very big aspect of play at my table.)
if this had been known all along there could have been some consistency; and possibilities for roleplay that are now lost: maybe the evil brother let something slip at some point, for example
Thinking in terms of
clues is taking things back to a puzzle game. But I'm not mostly playing for puzzles.
Great Expectations has a puzzle element ("Who is Pip's benefactor?") but the main point of the story isn't to guess the answer to the puzzle. It has a second puzzle, too - what is Estella's real relationship to Pip - and Dickens wrote two answers to that one!
In the real world, solving real mysteries, one of the ways that clues work is that there is an actual answer to the question, and the clues are somehow
caused by that reality (or perhaps have a cause in common with it). In a fiction, though, it is all authored. Whatever clues are provided are done so as a device by the author; they have no autonomy or independent connection to the fictional situation. So, was the now-decapitated mage's tutoring of his younger brother an act of kindness, or a prelude to some epic moment of exploitation? It can be read either way. That's the nature of clues in fiction.
As to "possibilities for roleplay now lost"; well, possibilities for roleplay were certainly created, and plenty of roleplaying was happening before the discovery also - we weren't just sitting around not knowing what to do with ourselves at the table! - and so I'm not really seeing any cost here.
It can be done provided nobody cares too much about the validity of or consistency with what has gone before.
You keep saying this. But I have NO IDEA what you are basing it on. What inconsistency do you think you've spotted?
I'm not so much confused that other approaches exist, but I am confused as to how they are able to function while maintaining consistency
Maintaining consistency is not all that hard, because most things that happen are consistent with most other things. The peasants being unhappy can be the result of anything from a raise in taxes to the despoiling of a local shrine to a saint. The baron's refusal to allow mirrors in his house could be because he's a vampire, or because he regards them as symbols of the sun god (whom he hates) or because they remind him of his late wife, who loved make-up. (I think it's worth keeping in mind that
no one actually understands all the causal processes that explain the events that happen in the real world. So there's certainly no need, in order to run a game in a fictional world, to understand or manage all its causal processes.)
I've read a lot of posters over the year who posit that running a player-driven game will produce inconsistency, but it's not actually something I've experienced. (I explained upthread to [MENTION=16586]Campbell[/MENTION] what some of the actual challenges are: in Burning Wheel, framing (and I would say this can be a challenge in 4e also); in MHRP, adjudicating consequences (and in 4e this can be an issue for skill challenges, but is not an issue for combat resolution).)