Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7075410" data-attributes="member: 42582"><p>Intent is a very complex thing.</p><p></p><p>In the famous example from Davidson, I (i) move by finger, (ii) flick the lightswitch, (iii) illuminate the room, (iv) startle the burglar.</p><p></p><p>(i), (ii), (iii) and (iv) are the same action, under different descriptions. Under some descriptions (eg (ii), (iii)) I intend the action. I may not even advert to the action under (i) - it's "instinctual". And I did not intend (iv) - it's inadvertent.</p><p></p><p>Linguistic intention is also complex: I say to you, "Don't be late for the tram", intending to caution you not to be late for the train. Also intending to utter "Don't be later for the train", but producing the malapropism (by way of "a slip of the tongue", we might say) instead - which I also, in some sense, intended (as in: whatever a "slip of the tongue" might be, it wasn't an <em>involuntary</em> action). If your interest in what I've said is in my capacity as an adviser, you will disregard my malapropism (assuming that you recognise it) and hasten to the train; if your interest in what I've said includes disobedience or ridiculing me (eg you're my teen-aged child), then you will take me at my word and feign confusion, or cheerfully miss the train, or whatever.</p><p></p><p>In law, this is the problem of "scrivener's error" or "drafting errors". There are different theories of what a court is doing when it corrects such errors (some hold that this is fidelity to what was said, because they identify what was said with some but not other intentions; others think this is a <em>change</em> to what was said in order to conform with some other intention that was not literally communicated by the words).</p><p></p><p>A player making an action declaration intends all sorts of things (differentiated by different descriptions), and the action also probably falls under unintended and/or unthought of descriptions too. There is the intention to play the game; the intention to depict the PC in a certain way (eg as brave); the intention to establish a certain fictional fact about the PC (eg the PC is charging the baddies); the intention to establish various intentions for the PC; etc. If the PC is 1st level and the baddies have 3 HD each, then <em>charging to certain death</em> may also be a true description of the action, but not necessarily one under which it was intended!</p><p></p><p>Some of these elements of action declaration are perhaps best treated as "scrivener's errors": the GM clarifies with the player that the player thought the baddies were kobolds when in fact they're bugbears (maybe the player was away from the table when the full description of the scene was given). Takebacks are bad for momentum, of course, but sometimes anything else would be unfair.</p><p></p><p>Sometimes there is at least one of the players' intentions that corresponds to a mental state in the PC - the player <em>intends his/her PC to be brave</em>; the PC <em>intends to be brave</em>. But not always. If the player says, "I think that my cleric friend, who is devoted to healing the oppressed, might visit this jail - I make a Circles check!" there is no <em>intention</em> at all on the part of the PC. The PC's mental state, rather, is one of <em>hope</em>. But the player has many intentions - to have the cleric visit the prison; to engender an opportunity for his PC to escape from prison; to score a Circles check and therefore improve the PC's Circles rating; etc. The player's intention <em>that the cleric visit the prison</em> is an intention that has the content of the shared fiction as its object. The player's intention <em>that an opportunity for escape be engendered</em> isn't quite this, but - at least in BW play - is the most important for narrating failure. Because it states an achievement or a goal <em>for the PC</em>. Even though the PC does not, him-/herself, have any intention that corresponds to that. (Just a hope.)</p><p></p><p>If the check fails, I see my job as GM being both to dash the PC's hope, and to respond in a way that takes the player's intention vis-a-vis PC goal/achievement seriously - ie to present a failure consequence that shows that I <em>noticed</em> that the player had that intention, and I cared about it, but now the game rules require me to introduce some additional material into the shared fiction as a result of which the player's intention is not going to come to fruition, at least as things presently stand. That's how we make PCs (and thereby players) <em>fight</em> for what they believe.</p><p></p><p>For the reasons I've just given, I'm not sure I can embrace this distinction. Sometimes <em>advocating for your character</em> means <em>forming an intention that something good happen to your character</em>, even though that it is <em>not</em> something that your character him-/herself could intend (eg because it depends on the choices of an NPC, as in my example; as in some examples of acquiring goods; as in some examples of searching, where the PC can hope but not intend to find something whose presence in the location is not under his/her control).</p><p></p><p>Those are the intentions that, in these circumstances, drive the game. Because if the action that is declared as a result of that intention - eg the Circle check, the Scavenging check - succeeds, the content of the fiction changes in the way the player wanted (thereby delivering what the PC hoped for). If the check fails, then the intention <em>still</em> drives the game, because the GM, in narrating failure, is obliged to <em>honour</em> the player's intention even in the denial of its realisation.</p><p></p><p>This is why, in framing a check in BW, sometimes we spend some time working out <em>exactly what it is</em> that the player intends the check to achieve, if successful. The idea that the player would say "I look for an inn" but the GM wouldn't know why is completely foreign to this style of play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7075410, member: 42582"] Intent is a very complex thing. In the famous example from Davidson, I (i) move by finger, (ii) flick the lightswitch, (iii) illuminate the room, (iv) startle the burglar. (i), (ii), (iii) and (iv) are the same action, under different descriptions. Under some descriptions (eg (ii), (iii)) I intend the action. I may not even advert to the action under (i) - it's "instinctual". And I did not intend (iv) - it's inadvertent. Linguistic intention is also complex: I say to you, "Don't be late for the tram", intending to caution you not to be late for the train. Also intending to utter "Don't be later for the train", but producing the malapropism (by way of "a slip of the tongue", we might say) instead - which I also, in some sense, intended (as in: whatever a "slip of the tongue" might be, it wasn't an [I]involuntary[/I] action). If your interest in what I've said is in my capacity as an adviser, you will disregard my malapropism (assuming that you recognise it) and hasten to the train; if your interest in what I've said includes disobedience or ridiculing me (eg you're my teen-aged child), then you will take me at my word and feign confusion, or cheerfully miss the train, or whatever. In law, this is the problem of "scrivener's error" or "drafting errors". There are different theories of what a court is doing when it corrects such errors (some hold that this is fidelity to what was said, because they identify what was said with some but not other intentions; others think this is a [I]change[/I] to what was said in order to conform with some other intention that was not literally communicated by the words). A player making an action declaration intends all sorts of things (differentiated by different descriptions), and the action also probably falls under unintended and/or unthought of descriptions too. There is the intention to play the game; the intention to depict the PC in a certain way (eg as brave); the intention to establish a certain fictional fact about the PC (eg the PC is charging the baddies); the intention to establish various intentions for the PC; etc. If the PC is 1st level and the baddies have 3 HD each, then [I]charging to certain death[/I] may also be a true description of the action, but not necessarily one under which it was intended! Some of these elements of action declaration are perhaps best treated as "scrivener's errors": the GM clarifies with the player that the player thought the baddies were kobolds when in fact they're bugbears (maybe the player was away from the table when the full description of the scene was given). Takebacks are bad for momentum, of course, but sometimes anything else would be unfair. Sometimes there is at least one of the players' intentions that corresponds to a mental state in the PC - the player [I]intends his/her PC to be brave[/I]; the PC [I]intends to be brave[/I]. But not always. If the player says, "I think that my cleric friend, who is devoted to healing the oppressed, might visit this jail - I make a Circles check!" there is no [I]intention[/I] at all on the part of the PC. The PC's mental state, rather, is one of [I]hope[/I]. But the player has many intentions - to have the cleric visit the prison; to engender an opportunity for his PC to escape from prison; to score a Circles check and therefore improve the PC's Circles rating; etc. The player's intention [I]that the cleric visit the prison[/I] is an intention that has the content of the shared fiction as its object. The player's intention [I]that an opportunity for escape be engendered[/I] isn't quite this, but - at least in BW play - is the most important for narrating failure. Because it states an achievement or a goal [I]for the PC[/I]. Even though the PC does not, him-/herself, have any intention that corresponds to that. (Just a hope.) If the check fails, I see my job as GM being both to dash the PC's hope, and to respond in a way that takes the player's intention vis-a-vis PC goal/achievement seriously - ie to present a failure consequence that shows that I [I]noticed[/I] that the player had that intention, and I cared about it, but now the game rules require me to introduce some additional material into the shared fiction as a result of which the player's intention is not going to come to fruition, at least as things presently stand. That's how we make PCs (and thereby players) [I]fight[/I] for what they believe. For the reasons I've just given, I'm not sure I can embrace this distinction. Sometimes [I]advocating for your character[/I] means [I]forming an intention that something good happen to your character[/I], even though that it is [I]not[/I] something that your character him-/herself could intend (eg because it depends on the choices of an NPC, as in my example; as in some examples of acquiring goods; as in some examples of searching, where the PC can hope but not intend to find something whose presence in the location is not under his/her control). Those are the intentions that, in these circumstances, drive the game. Because if the action that is declared as a result of that intention - eg the Circle check, the Scavenging check - succeeds, the content of the fiction changes in the way the player wanted (thereby delivering what the PC hoped for). If the check fails, then the intention [I]still[/I] drives the game, because the GM, in narrating failure, is obliged to [I]honour[/I] the player's intention even in the denial of its realisation. This is why, in framing a check in BW, sometimes we spend some time working out [I]exactly what it is[/I] that the player intends the check to achieve, if successful. The idea that the player would say "I look for an inn" but the GM wouldn't know why is completely foreign to this style of play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
Top