AbdulAlhazred
Legend
A lot of stuff just doesn't seem to 'come off' in trad play. So, for instance, the highly technical Ocean's Eleven style of heist, where the players have to do all the planning and detailing of things based on a GM's presentation of a scenario.Ok, I am absolutely certain that we play very differently. But I think that is due to other dimensions of preference than wish for player input. The issue of respecting player input is as you can imagine very close to my heart.
So if you can give me som guidance on how you envision trad is limiting me in this regard I really would like to hear! (This is no jest, I really want to learn. As a software developer, that is what we do right?)
To illustrate how seriously I take it, I got a game published in an rpg anthology that has as the key part of it distributing traditional GM responsibilities over all participants. This was in the mids of the forge craze. My main problem with what I have seen of modern takes on player input, is that it limits versatility of play. In particular it tend to be in direct conflict with the detail planning that is required for certain types of scenarios (like the "realistic" heist vs the "dramatic" heist of BitD).
Problem number one is the sheer amount of detail that is required. Very soon the players will ask some question that the GM can't answer because they simply have not come up with that information. This yields a number of classic problems which amount to the GM needs to effectively adjudicate whether to allow a certain line of planning/action to go forward or not. The GM is going to face pressure to 'say yes' effectively, but their other option, to say no, something-or-other prevents going that route is not actually better.
Problem two is related to problem one, which is nobody on Earth is knowledgeable enough to make intelligent adjudications of most fairly technical stuff in the first place. I can imagine bank vault security and how mob guys work and even tell you something about security systems (I've built one myself, still insufficient to say much about commercial grade systems). So, there's going to be a diversity of opinions on what matters, how to adjudicate things, etc. and that's going to impact the concept of character competency. You can just try to go with tropes and a general consensus, but the more nitty gritty stuff is, the more that tends to break down.
Problem three is simply that when you try to go about adjudicating tasks in detail, the very large pile of checks that arise out of that becomes a mountain that is extremely hard to climb. In effect this is realistic, it is clearly super hard to break into a high security vault and steal a bazillion dollars! But realism is a crappy game. The original 1e PHB has that cartoon in it where the PCs are playing "Papers and Paychecks." The joke is multi-level, but one level of it is that it would be a terrible game! So, typical task-oriented 'roll for every detail' play breaks down when tasks are stacked too deep, which a technical heist is exactly going to do. Now, you could make all the DCs super easy and just roll with it, eventually one or two checks will fail and that's the drama, but I've not seen many RPGs that are tuned that way.
I'm sure there are other issues you might run into, but then lets assume I approach this in BitD fashion. There's some up front info gathering where the players essentially establish the parameters of the job. We describe it as a highly technical heist where the characters will have to disable security, open a vault, remove the goods, and escape. Now we are much less constrained by details. We can still establish the highly technical stuff, but it is more color. It just WORKS! The actual play of this scenario will work, I'm 100% sure!
What I've found is that MUCH more comes off, and in more interesting ways, with AW and games that are fairly close to it (and I'd consider BitD to be mostly in that category, though it has a bit different approach to failure).
But that is only one of the ways I felt limited in Traditional play. A lot of what I felt, as a GM, was that it was impossible to really prepare for play in a way that fulfilled the advertised concept of what this kind of play is about. That the idea of any kind of impartiality or objectivity of world facts and resolution was really kind of smoke and mirrors to me. In fact I arrived at, basically, Narrativist play by simple NOT DOING THINGS. I found that a lot of the backend work of traditional play was simply holding me back as a creative GM. 4e was pretty freeing in this regard, as I learned to run it with basically almost no prep (1 hour a week, maybe) and to just do interesting stuff instead of spending session after session mired in the mud. The three main 4e campaigns I ran over 7 years explored vastly more of Erithnoi and had the characters accomplish much more interesting stuff than all the decades of play that came before!
Now, I'm not saying everyone should do this, or will achieve great results, but the players contributed a huge amount to the setting and to play that pure traditional play never got to. It just seemed very easy. It was definitely a lot less work!