Lanefan
Victoria Rules
If you become completely disengaged when your character isn't or can't be involved, as opposed to staying engaged and entertained by what's happening even though you're not actively participating, that's entirely your choice. It's not the fault of the game designers.And I say a game which is designed to make this happen even a tenth of the time is a badly-designed game. Like it is literally, objectively bad at being a thing you play. Because you literally don't play it a large portion of the time. You just sit there, completely disengaged, until you're allowed to start doing things again.
TV shows are randomly interrupted for two-minute intervals all the time. We're just used to it as ad breaks have been a thing since forever, but they're still interruptions.Can you imagine if any other entertainment medium were like that?
Your TV show stops at random for 20-minute intervals. Congratulations! You're getting the real-life fact that sometimes things are boring or disengaged for no reason!
In other words, music on youtube.Your music gets interrupted by a five-minute interlude of high-pitched static. Because it's a Real Life Fact that sometimes you don't get to hear the whole song.
Side note: that would be a cool bit of interactive theater, where different parts of the audience somewhat randomly got to see different parts of the play (maybe even simultaneously on different stages) until the last act where everyone came together and it all suddenly made sense.You go to a play, and after the intermission, a third of the audience is told they are not allowed back in until the final 20 minutes of the second act, because it's a Real-Life Fact that sometimes you don't get to see everything you wanted to see.
But note that here - as with the D&D game - the audience's expectations would have to be set ahead of time so they know what they're signing up for.
There's a significant difference between "not being involved" and "completely excluded". "Completely excluded" implies that when your character gets paralyzed or goes down you-as-player get kicked out of the room and can't interact with your friends at the table until-unless your character snaps out of it or gets revived/healed, nor can you watch and learn the fate of the rest of the party. This is not the case in reality at any table I've ever heard of.But this is again the exact same rhetorical trickery I called out. You are using "It is a fact that some things won't involve you" as though that were identical to, and justifying of, "You need to be okay with being completely excluded for long stretches of time."
If I'm a hockey player I'm not involved in the play at every moment; in fact if it's an organized league game, odds are I'll spend more time sitting on the bench watching (and catching my breath!) than skating around on the ice playing.
I'd rather it be the result of randomness than the result of a pattern, but that's just me I guess.The reasoning does not follow. The argument is not valid. The fact that some positive integer number of moments will occur during which your participation is not relevant (or perhaps even not possible!) has nothing, whatsoever, to do with whether it is good or bad to have frequent, lengthy periods where you don't get to participate in the game while others do, especially when that's purely the result of randomness.
The GM is doing the job outright correctly if, when playing one or more intelligent party foes, she gives said foes the best chance to win - or at least survive to fight another day. Often, that best-chance option means taking out the opponents (the PCs, in this case) one at a time when possible in descending order of real or perceived threat, which inevitably means that if the foes are doing at all well then someone's character is going down early and, ideally, staying down for at least the rest of the fight.Then the GM is doing their job outright wrong if they are regularly making one or more players completely disengaged. That is, literally, being the exact antithesis of entertained: being bored out of your mind and unable to do anything, desperately seeking something to keep you occupied while you wait to participate again.
Remember: this is war, not sport.
Or would you rather GMs intentionally play their intelligent monsters and NPCs sub-optimally for metagame reasons?
P1) Some mechanics can cause one or more players to (frequently?) be disengaged for extended periods.Ah-ah-ah! No. Your argument specifically depends on never skipping over this sort of thing. Otherwise, you would have to admit that some Real Life Facts aren't actually justification for specific actions or events being included in play. Your argument's structure is:
P) Some mechanics can cause players to frequently be disengaged for extended periods.
Q) It is a real life fact that some events do not involve you.
{Unstated premise R: Things that are real life facts need to be included in the game.}
C: Mechanics that cause players to frequently be disengaged for extended periods need to be included in the game.
P2) Some in-character roleplay decisions* can also cause one or more players to be disengaged for extended periods.
Q) Fact of life: sometimes that disengaged player is going to be you.
R) <irrelevant>
C) As part of playing the game, players must accept that periods of disengagement can and will occur.
* - examples: a character goes scouting alone (everyone else is disengaged while that scouting is played through); a character volunteers to stay behind while others go ahead and act (voluntary disengagement for that chaacter's player); a character gets kicked out of the party (involuntary change of engagement type while the player rolls up another one), etc.
Why on earth should I ever stop or prevent players from role-playing a private conversation between two party members? (though if the conversation is supposed to be secret, I'd suggest the players involved go to another room and just send me-as-DM a note afterwards with a summary of the outcome)Then why can't "the moments where you aren't involved" also be an assumed part of the established world, where two out of five party members have a private conversation,
Because oftentimes those things can unexpectedly be or become an important part of play.or one person goes off to pray alone, or whatever, without needing to be included in the actual gameplay process?
A private conversation between two party members might lead to a complete change of plan or mission, a party split (or worse!), an in-character romance, or whatever.
A quiet prayer session might produce divine blessing or guidance - or maybe something less pleasant - which means if a player tells me their character is going to pray for a moment I-as-DM have to pay attention to that.