D&D General Railroads, Illusionism, and Participationism

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Thomas Shey

Legend
I haven't seen anything you've posted that indicates incompetence. You're running a game the people around the table--even and especially you--are enjoying. To me that indicates competence, not its opposite; it's more important than theory, or published rules or principles, IMO. Don't beat yourself up over ... failure to communicate, here.

Yeah, honestly there's a place for "We're playing for his extremely specific experience and the ethic behind it", but I doubt seriously the vast majority of people have a set of desires that fits that tidily; so in practice when you're using the tools at hand to produce the result you and your players like, whether the process is entirely coherent in how its being done is, at the end of the day, distinctly secondary.
 

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Lanefan

Victoria Rules
To use a different example to try and illustrate the same point, here are two different ways that FRPGing might produce a LotR-ish story:

(1) Two players create PC whose goals are "Learn more about my mysterious ancestry, and resolve anything left unresolved by my ancestors". The GM writes a story about a Hobbit who inherits a mysterious and powerful ring from his uncle, and a Ranger whose destiny is to be restored to the kingship of the reunited kingdoms.

(2) One player creates a Hobbit PC whose goal is "To learn the mystery of my uncle's mysterious ring, and undo any evil associated with it." Another creates a Ranger PC whose goal is "To reunite the kingdoms that my ancestors sundered, and to be restored as rightful king of these lands."

Both (1) and (2) might produce LotR-ish stories at the end of the campaign. But the process would be quite different. In the first case, that would be the result of GM authorial decisions. In the second case, that would follow from the players' choices about their PCs' backstories and goals, which the GM then had to respond to and build upon.
Reading this leads me to a question: many of your play reports (at least the ones I remember) seem to be about parties in which there's only a very few - often just two or three - PCs. The LotR Fellowship numbered nine, until one died and the rest split into several groups.

D&D - particularly the very early editions - can handle a party of nine no problem. I'm wondering how well this would work in your type of system?
 

pemerton

Legend
Reading this leads me to a question: many of your play reports (at least the ones I remember) seem to be about parties in which there's only a very few - often just two or three - PCs. The LotR Fellowship numbered nine, until one died and the rest split into several groups.

D&D - particularly the very early editions - can handle a party of nine no problem. I'm wondering how well this would work in your type of system?
Party size, or table size?

In my BW game where I play Thurgon I'm the sole player. I have two characters - Thurgon and Aramina. Under the build rules Thurgon is the main character (5 lifepaths: Born Noble, Page, Squire, Religious Acoloyte, Knight of a Holy Military Order) and Aramina the sidekick/companion (3 lifepaths: City Born, Neophyte, Sorcerer). In play, I move between them although if they come into conflict I am Thurgon and my GM plays Aramina.

In my Prince Valiant game there are three or four players depending on who turns up, and currently the party consists of 3 knights, the wife of one of those knights, a warband of around 30 soldiers, and a couple of hunters who are also members of the entourage.

In our Classic Traveller game there are five player positions, although I don't recall if we've ever had all five players at the table at the same time. (We have a default protocol for who controls which positions depending on who turns up.) The smallest position is two characters, the largest about a dozen. In each position there's an informal but fairly clear understanding of which character(s) are main PCs, which are important hangers-on that the player has a say one, and which are mere entourage: and also which are fair game for the GM to use for my own nefarious purposes "behind the scenes" (normally that would be certain "ambiguous" hangers-on).

It's no surprise that our Traveller game doesn't involve as much emotional intensity in the situations and resolutions as the two-person BW game. And the causation there runs in both directions: BW encourages emotional intensity and intimacy, and thus works well for small numbers of participants. Traveller doesn't really encourage emotional intensity or intimacy, but does involve travelling from world to world collecting starship crew, hangers on, specialist assistants, etc. So the size of the (fictional) group grows, and the game can largely handle this.

I don't think I would want to GM a table with nine players. I've done it - back when my Rolemaster campaign was part of a club scene and so had somewhat random recruits - but I think it's not very ideal. These days I would say two or three players is my preferred number: it allows for a bit of conflict and rivalry but there's not too much pressure on who has the focus now.
 

Campbell

Relaxed Intensity
@Lanefan

I personally have a fairly strong preference for a group with no more than 4 or 5 people (including the GM). Some of that is personal. I'm a fairly introverted person and I start to grow uncomfortable in large social gatherings. I want to develop fairly deep connections with the people I am spending so much of my time with. A large part of it is gaming related. I want to be able to be a fan of all the players characters, be into what they are all about. That becomes draining when there are like more than 4. A lot of the stuff I'm into as both a GM and a player feels self indulgent in more sizeable groups. Having a lengthy scene with a single character and an NPC or letting two players have a scene (that everyone is into) where they really delve into their differences becomes less and less tenable as group size expands.

The last session of our Infinity game featured a pretty personal loss for my character. His best friend (who had complicated feelings for) was killed in an attack by The Combined Armies. We had time to process that loss as a group together in a way that would have been difficult in a larger group. Another player character got to show the shell shock they went through because this was not the first time they encountered The Combined Armies. The final player character dealt with some personal issues with their significant other taking risks that show no regard for their own life. We all got to play out what ended up being a very charged and personal session in large part because the small size of the group let us really build personal connections to each of the characters, develop a context that makes these moments more personal, and like helped us to be alright occupying space in the game for longer.
 
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I don't think I would want to GM a table with nine players. I've done it - back when my Rolemaster campaign was part of a club scene and so had somewhat random recruits - but I think it's not very ideal. These days I would say two or three players is my preferred number: it allows for a bit of conflict and rivalry but there's not too much pressure on who has the focus now.
I think this is one area we have been overlooking. It is very easy to let players be in the driver seat, so to speak, when there are two or three. Almost all the tables I have run, in forever, have been 5 to 8. Things are much murkier when you have eight people. Good discussion.
 

I generally feel that 3-5 players + the GM is ideal. (My current game has four players and me as GM.) in larger group there obviously will be less time to focus on any one character, but then again I also want to have a decent number of players that there is a lot of character interaction. Having interesting group dynamic requires, well, having a group!

And it's not like we needed any more evidence that me and @pemerton have very different ways to approach character immersion, but personally as a player I would never play several characters at once if immersion was the goal. (And isn't it always?) I would find that highly disruptive for that. It certainly is interesting that it is not so for everyone.
 
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EzekielRaiden

Follower of the Way
Certainly for Dungeon World, a large party becomes difficult. IMO, 5 + GM is an upper bound, but you do start to feel the party size at that point. 3 + GM is great from a story angle, but can feel limiting from an actions angle. 4 + GM seems like a sweet spot, neither unwieldy nor cramped. If our Ranger comes back we'll have 5, but with years of play behind us, that shouldn't cause any problems, the stories are well-established.
 

pemerton

Legend
Why should a DR roll give literally all possible information no matter what?
A Discern Reality roll - if successful - allows the player to ask questions and get answers. This establishes parameters for the situation, and allows the player to take +1 forward when acting on those established parameters.

But there is no "all information" to reveal or conceal - the point of Discern Realities, as I understand it (or of the Read moves in AW), is to do just as I've described: to permit establishing parameters, which either grant an augment (Read a Sitch, similar to Discern Realities in that respect) or establishes fictional positioning for other character-influencing moves (Read a Person). That's why, upthread in the post you're replying to, I said that "The impression that I take away from these posts -leaving out information, not comfortable with having something like <whatever> come out in this way - is that you have pre-authored backstory, and are using that to adjudicate the way you do or don't parcel out information to the players." I still have that impression, because it's my only way of making sense of "all possible information": you have some information, parcelled away somewhere (I assume in your GM notes), that you are revealing to the players. But if that's the case, I don't get how you are fitting that into the DW processes of play.

"it feels wrong for a successful roll to MAKE a specific person guilty." Now, if they made the discovery because they observed a smoking-gun clue, then sure, absolutely they would learn that thing. But if it's literally just looking over some evidence, it feels really, really, really, REALLY wrong for "I'm looking for proof of the Countess' guilt, checking her vanity for any suspicious substances, checking the clothes in her wardrobe for stains..." (aka, doing DR stuff) to then ask, "What here is useful or valuable to me?" and as a result MAKE the Countess the person who was always guilty, simply because that's where the player chose to look. That doesn't mean it's flat-out NOT possible for DR to reveal guilt--it totally is. But it has to reveal guilt that is actually there. It can't spontaneously create guilt.
This reinforces my impression that I've referred to above - I can't make sense of guilt that is actually there as meaning anything other than pre-authored GM notes that record that the Countess (or whomever) is guilty. And I still don't know how you're fitting this into the DW processes of play.

I also don't understand what you're talking about here with Discern Realities. There's no question Who here is guilty?. But if the PC is searching the Countess's wardrobe looking for evidence - ie is closely studying a situation or person - and the player succeeds on their Discern Realities roll, and asks what here is useful or valuable to me? the GM has to provide an answer. And obviously its utility/value must be relative to the player's goal for their PC. There is no provision, in the rules, for the GM to squib just because they didn't want there to be anything useful or valuable that was connected to the Countess. Whether the useful/valuable thing would be proof of the Countess's guilt, or something else, would be pretty contingent - in all the ways that were discussed upthread about the Dwarven forge - but obviously proof of the Countess's guilt is low-hanging fruit here.

(Also, and referring back to @Campbell's post upthread: this is a place where DW drifts closer to intent-and-task than AW does. In AW there is no "what's useful or valuable" question on either of the Read move question lists.)

pemerton said:
Some of what you have said in your posts, for instance about using a NPC to send the PC to "important" places, suggests that your play is focused on GM-established "quests"/"adventures" rather than playing-to-find-out.
This is...difficult. It's why I keep saying "okay so...does that mean literally all prep is Force?"

<snip>

As above, this feels like mountains from molehills. Kafer-Naum was one such "important place" the players went to after consulting an NPC (IIRC, Shen) to find out more about the two cultic factions. It wasn't breadcrumbs due to exhausting local quests, it was a response to players seeking to address a threat.
What are mountains and what are molehills I don't know. My overall impression of your play from your posts is that there is a lot of GM pre-authored backstory, which shapes the scope of feasible actions for the players to declare, and that determines what happens when they declare those actions. What you say here about finding out about factions and seeking to address a threat reinforces that impression.

But on prep: prep can't be force, nor not-force. Preparation means imagining stuff and writing it down, right. And force describes a certain range of ways of authoring/establishing shared fiction during play. So to equate them would be a type of category error.

What is the role of prep? In many otherwise different approaches to RPGing, it supports scene-framing: the GM has made notes about a person, or a place, or an event, and draws on those notes to frame a new scene. Sometimes scene-framing can be an exercise of force, most obviously if the GM frames a scene without regard to the outcomes of previously declared-and-resolved actions (my go to eg for that, in this thread, is the invention of the second stringer to keep the "big bad thread" going in the pre-planned fashion even if the PCs kill the "BBEG"). But there's no particular reason why it needs to be, or should tend to be.

Of course, if you as GM come up with an idea for a cool scene, and then the resolution of declared actions precludes framing that scene, your prep has to that extent been wasted! That can be a good reason, if you're a force-eschewing GM, not to prep too much.

Another role played by prep is to resolve declared actions. But this is very system-dependent. In D&D, the canonical way of resolving the action I walk that way is to consult a map, a movement rate, and a key, and then to (i) tell the player where the PC gets to and how long it takes, and (ii) to frame a new scene that is read off and/or extrapolated from the key. The same is true for the action I look over there/at this thing/around this place. So when GMing D&D, adjudicating in this fashion isn't force per se - but if the GM starts rewriting the map and key on the fly to manipulate the fiction and outcomes (eg a certain sort of "quantum ogre" or "quantum clue") then that would be force.

But in DW, as I understand it, what I've just described is not a canonical way of resolving either of those action declarations. Hence prep does not feed into action resolution in the same way as it does in D&D. It provides a source of GM moves, but the rules for the GM making moves are not sensitive to where the PCs are on the imagined map, nor what they are looking at in the imagined world. This is why I am a bit lost in some of your accounts of your play.

My players have responded positively to maps so I'm trying to use them. A player had also given feedback from some random-gen stuff we did a while back, saying he felt there was no tension nor merit to the choices to navigate around, when he knew that whatever we generated would be in whatever direction they travelled.

<snip>

there truly is a real difference between going north vs south or the like

<snip>

If there is no fact of the matter about where things are located, then there's no merit in choosing north vs south, because things will appear in either the illusionism-based order the DM wants, or whatever the dice happen to produce.
Going north vs going south seems like an issue of colour. Wouldn't the difference between going north and going south reflect that colour? Eg (assuming a northern hemispheric setting, and assuming large scale travel) wouldn't going north tend to result in obstacles and outcomes like snow, and tundras, and polar bears? While going south would tend to result in obstacles and outcomes like high temperatures, and dense rainforests, and jaguars?

Or making it more local, and thinking of my own BW play: travelling through the undercity of Hardby produces obstacles and outcomes like cultists lairs and getting lost in the sewers; travelling through the hills to the east of Hardby produces obstacles and outcomes like box canyons and ambushers attacking from the high ground on either side of you.

Obviously, though, this is very different from map-and-key resolution. The GM doesn't frame a scene in which the PCs get ambushed, or meet a polar bear, because the PCs went to this place, where the GM's notes say polar bear or box canyon ambush. It's because (i) the process of play called for the GM to make a move, and (ii) the GM, in making that move, said what honesty and the fiction demanded (which includes the fact that the PCs have travelled north, or are travelling through the hills to the east of Hardby).

There is no illusionism here. But in describing it in those terms, and in suggesting that you use map-and-key resolution, you are further reinforcing my impressions of some departures from what I would regard as standard by-the-book DW processes of play.

if the player says they're from the Shield Dwarf clan, that creates tethers. Either I as DM am allowed to build new stuff about the Shield Dwarf clan, or I'm not. If I'm not, the player now has carte blanche to make the Shield Dwarf clan whatever they want, whenever they want, which sounds hella abusive to me. If I am allowed, then necessarily things I invent after the game starts can't be something the player knows to begin with, so I have to tell them. If I'm allowed to do so, but am absolutely forbidden to tell the player any of this, then they can invent whatever they like no matter how it might contradict past experience in play, hence, unmoored
I think there's miscommunication or cross-purposes here. And I'm still puzzled.

I posted (#2273) that "nothing makes me feel more alienated from the setting - and hence conscious of its "artificiality" - than needing the GM to tell me the fundamentals of what my character knows and feels and experiences." You replied #2365) that "If it's not possible to tell you 'your character would already know this,' that seems to cut off an enormous amount of interesting stories that depend on, for example, having a cultural background in the setting. It's not really possible to establish absolutely every cultural value a character might pick up over time . . . I'm confused how you manage to have characters that adventure in locations where their cultural background is relevant without either (a) just letting the player write that culture all by themselves, which falls into many of the issues I had had with my mistaken understanding of the dwarf forge (that is, unmoored from any fictional tethers and invented by the player for the players' benefit)"

My response (#2381) was that "I would expect that a player would take the lead in establishing the sort of information you describe" and that "I don't understand what you mean by players inventing this stuff unmoored from any fictional tethers an invented for the players' benefit." Both these things remain true. Yes, expecting the player to take the lead grants them largely carte blanche to (eg) establish information about the Shield Dwarf clan. I don't see what the problem is. Which is to say, I don't get what the risk of abuse is that you assert is there ("which sounds hella abusive to me"). (Contradicting past fiction is a red herring, as far as I can see. Everyone knows that past fiction is constraining on everyone else. A player telling us what colour Shield Dwarf clan members like to wear is no different, in this respect, from a player telling us whether or not their PC has a kid sister. Once it's established, it's established)

When you refer to you, as GM, building new stuff about the Shield Dwarf clan, what GM move do you have in mind? Of course a DW GM is, from time to time, going to reveal unwelcome truths and/or show signs of an approaching threat (in AW terminology: announce future or offscreen badness). But are you saying that you would want to tell a player that (eg) an unwelcome truth is that they actually endorse human sacrifice (because that's a cultural value you're wanting to specify as GM)? I don't think that's standard for DW (or AW).

If we're imagining the PCs having to attend a Shield Dwarf funeral, and for whatever reason the GM has to make a soft move in response (I don't think there would normally be a hard move here, as there is no attend a funeral move that could generate a 6 or down result), and we don't yet know what Shield Dwarves wear to funerals, then couldn't the GM just ask the player? If the player says "white" then the soft move is "all you white duds are stained with mud <or soot, or . . .>, from that episode back in the <whatever>". I don't see what is at stake here as between GM and player authoring of the cultural details.

If you're saying that you would want to build up a Shield Dwarf clan front that is full of cultural details that are not known to the player, that's the sort of thing I would find alienating as a player. I don't see why players of Shield Dwarves should be alienated from their PC's self-understanding in a way that players of "ordinary" humans and others are not.

I guess I'm having trouble fitting your use of abusive and GM building stuff into the AW/DW process of play. I can't work out what it is that you have in mind.

We built parts of the setting together. I didn't bother perfectly nailing down every tenet of Safiqi faith, for example, but given that the Bard player enthusiastically embraced being a casual practitioner (and partly-trained clergy), that has certain consequences.

If the player invents everything from whole cloth, well, that may be alright. But it's also quite possible for there to be abusive uses of such freedom, the "well my backstory says..." thing.
I'm still lost.

As I posted, I would expect the Bard player to take primary responsibility for establishing the details of a religion that their PC is an adherent of. In DW, if I as GM wanted to trade on those details, then I would ask the player when it comes up (ask questions and use the answers).

And I still don't know what you have in mind that is abusive. There's no player move in DW that is triggered by if your backstory says . . ..
 

pemerton

Legend
as a player I would never play several characters at once if immersion was the goal. (And isn't it always?) I would find that highly disruptive for that.
Inhabitation of character is (it seems to me) a type of imaginative projection, and a concomitant internalisation of certain concerns, emotions, etc that have external origins (ie someone has written a story about them).

It's a state that is cultivated by conjuring up, in imagination, that suite of mental states; and focusing on what is imagined. It can be assisted and reinforced by what other participants in the social context are doing: eg are they describing things that make those states salient, that invite you to respond from their persepctive, etc. @Campbell can probably talk about this more coherently than I can! - but in the context of my RPGing, I don't think this state is one that takes hours or even 10s of minutes to enter into or to exit.
 

Ovinomancer

No flips for you!
I generally feel that 3-5 players + the GM is ideal. (My current game has four players and me as GM.) in larger group there obviously will be less time to focus on any one character, but then again I also want to have a decent number of players that there is a lot of character interaction. Having interesting group dynamic requires, well, having a group!

And it's not like we needed any more evidence that me and @pemerton have very different ways to approach character immersion, but personally as a player I would never play several characters at once if immersion was the goal. (And isn't it always?) I would find that highly disruptive for that. It certainly is interesting that it is not so for everyone.
This implies that the GM can never enjoy immersion.
 

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