D&D General [rant]The conservatism of D&D fans is exhausting.

So this question is entirely about setting creation:? And not about setting logic combined with circumstances informing outcomes like we've been saying in this thread?
It's about both.

You can't assign responsibility to "context" for the decisions you make during play...if that context was something you decided, ex nihilo, beforehand!

It would be like a corporate executive explaining that their questionable actions were only in keeping with the relevant company procedure...when that very person had just recently rewritten things to MAKE that be the procedure. You can't externalize responsibility by reference to a thing you yourself are wholly responsible for.

99.99% of DMs aren't two-face and aren't deciding on whims and random chance. The rest of the time you'll see them flipping the coins and saying stuff that has nothing to do with what is going on, since that's what random decision making results in.
I didn't say they were.

My point is that people keep saying there's a stark difference between the DM who does everything based on--what would you prefer? "Vibes"? "Pure improvisation without guidelines"? "Eustace"?--rather than on prewritten notes. That it is, seemingly, obvious to essentially every player almost instantaneously which thing is going on.

But as far as the player is concerned, we have a situation where:

  • Prewritten notes, multiple people have agreed, can produce behavior which is difficult to distinguish from railroading, requiring the player to simply trust that that isn't what's happening
  • No substantive comment nor criticism is allowed during precious setting time, so the DM can retcon as needed between sessions
  • DMs are expected to tell the player that they can't do something, and not only don't know why, but cannot find out why until some undefined later date which may, as this thread has established, be many months from the moment this happens
  • It is agreed that sometimes, even a very skillful prewritten-notes DM will stumble and have to correct herself, which a very skillful "whim"/"vibes"/"pure improvisation without guidelines" DM will also do, at presumably comparable rates

So where is the actual difference here? How is it that players can somehow divine that functionally equivalent evidence is just a typically human DM doing a fair (not perfect, not bad, just fair) job at one table, and an unacceptable abrogation of the DM-player agreement by pure seat-of-his-pants improvisation without (meaningful) notes at another table? What are the signs or symptoms that indicate one thing is happening and not the other? What are the green flags that suggest something is going right, or the red flags that suggest something is wrong?

This is not something you need to be worrying about, since it will pretty much never happen to people playing the game.
...And by whose authority am I supposed to take such a claim? Yours? The DM's? "Don't worry about it. Problems don't happen. Everything is fine." is not exactly a compelling argument coming from the side that is presuming constant, pervasive trust that can only ever waver when it has been overtly and aggressively shattered.
 

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It's about both.

You can't assign responsibility to "context" for the decisions you make during play...if that context was something you decided, ex nihilo, beforehand!
You 100% can. Once the setting is created, what comes after builds upon that, including what the players initiate. The context cannot be what I decided, since I do not decide what the 4 players at the table do. They decide.

You'd have a point if there were no players and I was just writing a story about the campaign setting. But I don't do that.
You can't externalize responsibility by reference to a thing you yourself are wholly responsible for.
Then it's good that I am not wholly responsible for what happens after the setting is created/chosen.
My point is that people keep saying there's a stark difference between the DM who does everything based on--what would you prefer? "Vibes"? "Pure improvisation without guidelines"? "Eustace"?--rather than on prewritten notes. That it is, seemingly, obvious to essentially every player almost instantaneously which thing is going on.

But as far as the player is concerned, we have a situation where:

  • Prewritten notes, multiple people have agreed, can produce behavior which is difficult to distinguish from railroading, requiring the player to simply trust that that isn't what's happening
  • No substantive comment nor criticism is allowed during precious setting time, so the DM can retcon as needed between sessions
  • DMs are expected to tell the player that they can't do something, and not only don't know why, but cannot find out why until some undefined later date which may, as this thread has established, be many months from the moment this happens
  • It is agreed that sometimes, even a very skillful prewritten-notes DM will stumble and have to correct herself, which a very skillful "whim"/"vibes"/"pure improvisation without guidelines" DM will also do, at presumably comparable rates
We don't have a situation where all that is happening.

Pre-written notes will rarely produce a situation that looks like railroading. It could happen, but is functionally so rare that it's not worth worrying about. If it happens multiple times in a campaign, it's probably not notes.

Substantive comment/criticism is allowed, but not so much as to disrupt the game. So if it can't be resolved in a few minutes, it can and should be tabled until after the game. There's nothing wrong with a retcon if the DM is in error. There is always something wrong with being a disruption to the game. There are a few exceptions, but those are as rare as the railroading look a likes.

DM's will occasionally be unable to explain and have to ask the player to be patient. There's nothing wrong with this. The modicum of trust this entails should be present to even sit down at the table. If you distrust the DM, and it takes active distrust not be patient about something important, then find a new table to play at. You won't be happy at that one.

As for the last one, it's so wrong it's not even funny. A notes DM occasionally stumbling isn't even remotely going to occur at the a comparable rate with the a DM running the game on whims. Nor will it look the same. The rationale will still be there and can be seen, as can the error that caused it to miss the target. There is no rationale for a whim.

The odds of all of that happening together to form a single situation is exceedingly unlikely.


So where is the actual difference here? How is it that players can somehow divine that functionally equivalent evidence is just a typically human DM doing a fair (not perfect, not bad, just fair) job at one table, and an unacceptable abrogation of the DM-player agreement by pure seat-of-his-pants improvisation without (meaningful) notes at another table? What are the signs or symptoms that indicate one thing is happening and not the other? What are the green flags that suggest something is going right, or the red flags that suggest something is wrong?


...And by whose authority am I supposed to take such a claim? Yours? The DM's? "Don't worry about it. Problems don't happen. Everything is fine." is not exactly a compelling argument coming from the side that is presuming constant, pervasive trust that can only ever waver when it has been overtly and aggressively shattered.
Problems happen. They just aren't common and are typically fairly easy to spot.
 


This is a clever rhetorical maneuver, structured similarly to a loaded question. It’s phrased so that anyone who disagrees risks appearing as though they don’t respect player rolls, which is clearly not the case for all RPGs. And if you do agree, it sets the stage for a follow-up that implies you've just conceded a larger point about GM constraints. This isn’t a neutral observation, it’s a framing tactic meant to position the debate on Hawkeyefan's ground.
Of course it is, because...that's literally the situation going on here.

"Abide by the player's rolls" IS a GM restriction. Period. End of discussion. If that's okay, then you cannot say that GM restrictions are inherently bad and untrustworthy. You must actually explain WHY they are bad and untrustworthy, in a given case. You can't just write them all off with a single blithe argument, as has been done in this thread.

What’s actually being referenced here are mechanical constraints such as those found in fiction-first or player-first systems like Powered by the Apocalypse.
No. The explicit argument was that ANY GM constraints are bad, period.

In those systems, when the fictional situation matches the trigger for a move, the move is automatically invoked and resolved. The referee (or MC) doesn't have the discretion over whether the move is invoked
Sure they do. Just as with any TTRPG, the referee/MC/GM/whatever needs to agree that the fictional situation DOES match the trigger.

A player saying, "I look around" doesn't trigger Discern Realities. They have failed to meet the trigger condition. I fully agree that once it is established that that is the fictional context, the move fires, because "if you do it, you do it" and "you have to do it, to do it" combined make a biconditional. The former is the "if" part, the latter is the "only if" part: if the trigger condition is the state of the fiction, then the move definitely fires; and the move fires at no other time, only if the condition is met. But the text--explicitly and repeatedly--supports the GM asking for more input or expecting more than token action.

And, to turn your own words against you: This is a clever rhetorical maneuver. You have shorn off the context which makes clear that the GM is in fact part of the process of determining what the fictional situation is, and thus made it sound as though the PbtA GM is merely the slave of the players, bullied by their shouted declarations, unable to act in any way except to robotically execute moves.

And once the move is invoked the roll as made and the result adjudicated per the description of the move. For example:

View attachment 406605

But this kind of mechanical constraint is not germane to the broader debate around GM constraints that been going on in recent posts. The example offered is a result of the designer deciding that the system will be made using a player-first/fiction-first approach.
Of course it is germane to it--because people have declared that ALL GM constraints, regardless of context, are unacceptable. But we know, for certain, without doubt whatsoever, that some GM constraints are accepted, even by those claiming that they're always bad. In other words, in order to reject some specific constraint or particular class of constraints, you cannot simply point out that they're constraints and call it a day. We must have an explanation for why this constraint, or class of constraints, is unacceptable.

I say "class of constraints" because I'm obviously not going to expect someone to argue against Discern Realities, and then separately against Spout Lore, and then separately against--you get the picture. I'm not saying every single possible restraint is a totally unique case that must be argued individually. What I am saying is that dismissing it SOLELY because it is a constraint isn't a valid argument. You need to explain what, about a given instance or category, is an actual problem, since some restrictions are acceptable and others are not.

And, just in case someone is feeling like ascribing an extremist position again despite complaining about others extremizing their own viewpoints: I am also NOT saying that all possible restrictions are presumptively good, either. I explicitly said so upthread when talking about limitations and creativity. Good restrictions can (but do not always) lead to creative solutions or workarounds. Bad restrictions simply hogtie you with no benefit, like my trivially-bad example of "DMing while blindfolded", or other trivally bad things like "only being able to adjudicate rulings while balanced on one foot and playing Old Lang Syne on a piano". Others may be bad for nontrivial reasons, which require more subtle analysis; for example, I would consider it a bad constraint for the game to require the DM to lie to the players, as in, they're explicitly not allowed to tell the truth to the players in a particular situation (say they're interacting with an illusion or something), regardless of what the players might do or not do. That's not of the same "trivially obviously bad" category, but I think we can agree that that kind of restriction would be detrimental either all the time, or so overwhelmingly so that it would not be worth the tiny chance of occasionally producing something beneficial.

Yes, I remain unsure, because the example you provided does not meaningfully engage with the discussion that has been going on with GM constraints. We already discussed the relevance and implications of designing systems and campaigns around referee-first and player-first approaches.
As I have argued, it absolutely does meaningfully engage with that discussion, because it stakes out one end of the spectrum: We all agree that this is a good constraint, right? And it would seem you do.

And I, here and elsewhere, have argued that some constraints, we all agree are bad constraints.

Hence, if you're going to say that a particular constraint or class thereof is bad, you have to actually defend it. You can't just call out that it's a constraint and thus presumptively bad.
 

Then it's good that I am not wholly responsible for what happens after the setting is created/chosen.
....

Max.

YOU WROTE THAT SETTING.

Every possible thing which you could decide based on that setting COMES FROM WHAT YOU WROTE.

For God's sake, how can you argue something like this???

The odds of all of that happening together to form a single situation is exceedingly unlikely.
You have to actually prove that. You don't get to just assert "nah, that never happens bruh."
 

....

Max.

YOU WROTE THAT SETTING.

Every possible thing which you could decide based on that setting COMES FROM WHAT YOU WROTE.

For God's sake, how can you argue something like this???
First, I use the Forgotten Realms. Someone else wrote it. But even if I did, craptons of stuff gets decided based on at worst a collaboration. It's not me deciding everything. That's simply not possible in a roleplaying game where the players can do things.

It's what I wrote + player input = what happens.
 

Even linear adventures often don't predict what the players will do. I remember I had a Ravenloft module that listed off the things the players were likely to do, in what order, and it rarely played that way for me. But you can definitely write a module that makes zero predictions of what players will do and instead simply supplies locations, people, etc
I write my own adventures and I never, ever predict what the players will do. Hell, I don't even bother to think of possible solutions to the obstacles they encounter. I've found that either they will come up with a solution I think of, or come up with one that I didn't, and the latter used to happen a lot. Rarely will the players be unable to come up with something.
 

First, I use the Forgotten Realms. Someone else wrote it. But even if I did, craptons of stuff gets decided based on at worst a collaboration. It's not me deciding everything. That's simply not possible in a roleplaying game where the players can do things.

It's what I wrote + player input = what happens.
But the vast
VAST
VAST

VAST


majority of what is in that setting is something you (generic) created when you (generic) created your sandbox campaign setting.

The things the players have contributed will NEVER be a greater totality than what the GM has contributed. Period. They cannot be. You control EVERYTHING. The weather. The geography. The ecology. The politics. The institutions. The resources. The factions. The leadership. The architecture. The cities. The religions.

And if you think I'm making this up, I believe it was @AlViking who explicitly invoked geology and hydrology, talking about rain shadows and correctly designing the geography of the world. This isn't an exaggeration. This is demonstrated fact within this thread.

Even the most dynamically active group imaginable will never scratch the surface compared to that Mariana Trench.

99.99% of the "context" that goes into this GM's decisions is going to be things the GM decided.
 

And yet you use the quote - If everything is X, then nothing is. So, you're using it without understanding that the whole point was it was NOT TRUE. There's a reason that the line comes from the villain of the story. Of course, that hasn't stopped geek circles from misusing the quote for years and years now.
That depends on the context. If everything is the best ever, then nothing is the best ever is true. Everything is equal, so nothing is the best ever. However, if everything is hydrogen, nothing is hydrogen is clearly false.

Note: I didn't see the context he used that quote in, so I don't know whether it was true or false.
 

But the vast
VAST
VAST

VAST


majority of what is in that setting is something you (generic) created when you (generic) created your sandbox campaign setting.
Which is utterly irrelevant as the vast, vast, VAST majority of the setting doesn't get interacted with by the players. Only a small portion does and they put out as much or more as that small part of the setting.
The things the players have contributed will NEVER be a greater totality than what the GM has contributed. Period. They cannot be. You control EVERYTHING. The weather. The geography. The ecology. The politics. The institutions. The resources. The factions. The leadership. The architecture. The cities. The religions.
But again, nothing matters that the players don't encounter or those few things that happen as part of a living world. The overwhelming majority of the setting will be silent.
And if you think I'm making this up, I believe it was @AlViking who explicitly invoked geology and hydrology, talking about rain shadows and correctly designing the geography of the world. This isn't an exaggeration. This is demonstrated fact within this thread.

Even the most dynamically active group imaginable will never scratch the surface compared to that Mariana Trench.

99.99% of the "context" that goes into this GM's decisions is going to be things the GM decided.
Yeah. I've seen levels of realism that I would never even attempt, because they aren't necessary, but if they want to put in that sort of work, more power to them. It still doesn't change the fact that the players will never see or interact with the vast majority of that setting. Or the fact that the player input on the small portion they do interact with is oversized compared to that small portion of the setting.
 

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