RenleyRenfield
Hero
See below? See the other post here? Can you now see my confusion here? Yes, yes you are are both very much talking about technical aspects of a game that lead to how choices are made....The topic of this thread is not really on what's technically possible in RPGing. It's about what's aesthetically pleasing in RPGing. @thefutilist wants strong narrativist play, and thinks that you get that from robust situation with causal throughlines following from player choices for their PCs that cross, or threaten to cross, moral lines. And is criticising generative resolution from that perspective, not from a technical perspective.
So now see the post above see it? One of you says "not about what makes a game pleasing" the other "this is about what makes a game pleasing". And yes yes you are both mushing in what you prefer vs how a game is written. @pemerton is 100% asking you to comment on "what makes a good situation for you via the GM" and you agree... sheesh...@RenleyRenfield do you note how you’re talking about what makes a good story as a decision criteria for the GM? Me and @pemerton aren’t interested in that and it’s why our conversation might seems a bit opaque.
So no, the both of you are moving goal posts, changing the topic and now somehow we are asking to be specific to Torcherbearer 2E.... also never the main goal of the threadI don't really follow this, or how it relates to the Torchbearer 2e example of play.
"you're killin me smalls"
Ok, so since we are now talking to Torchbearer .... it's "Principles" are guiding a different sort of play than D&D or Vampire Dark Ages, so let's talk to that.Do not make an adventure of town phase. When the characters return to town - triumphant or not - the players themselves are often exhausted from their efforts. Faces haggard from negotiating the horrors of their expedition, they want to find a place to curl up and spend their money.Resist the urge to dicker with the players over payment, lodging or other minutiae. Resist the urge to have their enemies waiting for them at the gates. Instead, let them attend to their business. It’s their turn to drive the story a little. Once they’re settled and winding down, introduce elements of your next planned adventure. Bring in the enemies. Hook the players with interesting tales. Then start the new adventure phase with a vengeance.
So relating this directly back to @thefutilist's posts: the Resources test does not, itself, engage or pertain to the situation. The rulebook says that the players, in making these rolls, are "driv[ing] the story", but as I posted upthread this is mostly colour: going to the market, or visiting the guildhall, is the thing that we imagine that explains how and from whom the PCs are getting their stuff; it is not itself a source of "narrativist pressure" on the players. But when the GM introduces the twist - like, for instance, my example of the suspicious constable - the GM is returning the focus of play to the situation, and is - at that point - inviting/pressuring the player to make an action declaration that (potentially) crosses a moral line. (Which is what, upthread, I called the "narrativist moment".)
So I think @thefutilist's concerns about generative resolution become pertinent in resolving whatever action the player declares to deal with the constable. Because this is the action that may cross the moral line.
First off, you are wrong, the Resources test absolutely is and does pertain to the situation. I don't see any grounds for you to state otherwise. The situation is 'in town buying stuff and doing other stuff too. It's literally the context of the situation.
Which then means that a GM can, per a Failed dice roll... introduce a Twist. Of which can be a suspicious Guard, even who goes as for as to accuse of theft.
There is no moral line crossed here, that's not how morals or ethics work (in regards to the player characters).
If you adhere to the principles of TB2e then you are not supposed to be making an Adventure out of this. So it sounds like the GM wanted to introduce a new Obstacle (Ob) and should have assigned a Ob value for the players to make a test to gracefully send the constable on their way, or else the shop closes up and won't sell (as per common TB shops results).
Since you are not supposed to turn this into an adventure, combat, attack, arrest, should not really be on the table, unless there is some extant reason the player characters warrant it.
This is all verrrry specific to TB, since it has guidelines for the GM to keep the town phase to book keeping as much as possible, and that all Tests and actions should lead to the next Adventure out of town.
I highlight in bold here a thing I like. This is a worthy and interesting discussion point. At what point are players so caught up in resolving Twists/Complications that they are no longer driving the situation? Good question! I really like it and want to talk to this more as this is a good clear point that can apply to any game that has strong imposition of Complications.I think this raises a different question about the integrity of the situation. I'm not 100% sure of what I'm writing next, but I'll have a go, doing my best to adopt @thefutilist's perspective.
If the situation is clearly established "in advance", then what we are discovering, in play, is how the situations resolves - how it moves from unstable to stable - and we also find out, in that process, what sorts of choices the PCs were willing to make. Those two things interact in (at least) this way: the instability of the situation creates the "entry points", the opportunities, for the players to make those choices that potentially cross a moral line.
The more that the GM introduces new components/elements into the situation as play goes along, then (a) the less we are seeing the players' choices for their PCs, and the meaning and impact of those choices; and (b) the more we are seeing "plots driven by twists and turns". The reasons for (a) are because that new GM-introduced material (i) complicates the situation, and/or resolves aspects of it, independently of the players' choices for their PCs; and also, thereby, (ii) tends to blunt or change the meaning of those previously-declared actions and decisions.
This is where I think we need to give more weight than people realize to "Principles" in these games.
One example is: TB states "don't make an adventure out of Town time". Which means the GM is 'breaking the rules' if every Twist choice they make forces the players to engage in a new situation, or if it sidelines their current situation. The mean constable is fine, but it teeters on the line of being a wrong-headed choice the GM made. I would say in that case, in TB Principles, the GM should not have introduced a Constable, as no crime was assumed/implied/attempted. It changed the fiction too much.
Second example is in Star Wars: A New Hope. Luke and Obi-Wan go into cantina to find a ship off world, and Luke gets accosted by a thug while merely trying to buy a drink. Pretty much same situation as the constable! Luke fails the roll to talk the guy away, and so a fight roll is made to attack the thug. But here is where the important part is = the GM never sidelined the situation! They were not kicked out for attacking a patron, the city guards were never called to handle anything, the band went back to playing and they were greeted by a few different pilots to talk getting offworld.
So despite the massive complication that happened, the situation never changed. And the players driving 'what happens next' is still in their hands and still progressing.
So sometimes, the GM can hit the gas (introduce a attacker and fight), and sometime they need to kill the threat and just get back to things (the bar returns to acting as if nothing happened) - however logical or likely that is...
Star Wars shows us an example of how to add complications but not take away player choice or drive. I can come up with more, if needed. As there are different Principles for different gams. So this idea is fluid across the types of rpgs we engage with. Some more bonkers (Passion) some less (D&D).
lastly, I want to thank Pemerton for the great and detailed response. It cleared a LOT up for me. At least.. .it feels like it
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