The Firebird
Commoner
Learning about the world in order to make intelligent choices is playing the game.Let the players play the game.
Learning about the world in order to make intelligent choices is playing the game.Let the players play the game.
Just wanted to reemphasize this! How we use things, what they're for, and why we do what we do is what is important.Once we move from metaphor to this sort of literalness, we can then look at how the things that players do (drawing on the rules of the game and what is on their sheets), and the things that GMs do (drawing on the rules of the game and what is in their notes), interact.
How would this be resolved?Couldn't the PCs get a hold of the guard schedule somehow, and learn when the shift change occurs? I've seen this done in various media all the time.
Why not? Is this based on your extensive reading of the rules of the game, and your experience of play?In many RPGs, Gimli could have chosen to break with the Fellowship and gone to the Mines himself. He chooses not to do that. In BW, he (and his player) don't get that choice.
I thought the mantra of this thread was "trust the GM"!It’s wide open to abuse by amoral GMs too.
His method for advocating his agenda feels particularly pushy to me, and insulting to those who disagree with him.
This is getting bizarre. I mean, do we think we can seriously discuss film-making without thinking about what (say) Scorsese or Almodovar has to say? Are Jeremy Crawford and Matt Colville the only approved commentators on RPG design and play?I spend a lot of time in threads with @pemerton , who seems to really enjoy bringing him out.
I said your last sentence way upthread.This gets back to why I don't like the term color. It artificially divides gameplay into "important" and "unimportant" prior to it hitting the table. But it can be hard to know what is going to be important until it has played out.
Look, if you dislike it. That is you.
But I think this sort of ability by the GM to do strong characterization of NPCs is vital for the players engaging with the setting. That is what makes it interesting when they march up to a gambling hall with aims of brow beating the proprietor: maybe they know about the guy and have heard he is a tough cookie, maybe they haven't heard anything and it is a surprise, maybe they gathered information and learned he is stubborn but also found out what kinds of things impress him. Real people are going to sometimes have hard lines, and I think these kinds of moments, where PCs are negotiating or coming into conflict with other characters are greatly enhanced if there are sometimes hard lines in place that the players have to work with or around. Part of having agency is dealing with the world in front of you.
It doesn't have to be secret. It simply depends on the situation. A lot of guards who have traits like this, those will be discoverable facts in the setting. But it might not be. It depends on the NPC. You are trying to give the GM the greatest freedom possible to invent characters. And there are other principles in play. The GM isn't expected to just take this and use it to be a jerk to the players. If that is a problem, it is a problem. But I find it very unpleasant to play systems where the problem of bad GMing is solved by limiting what good GMs can do. And I am not saying such systems are bad. I am sure people like them. But try to understand some of us see value in this approach
Interacting with NPCs is part of the game
Player agency within the setting is the main antidote to railroading, so it seems odd that some of the most strident anti-railroaders are also eager players of systems that intentionally deny some of that agency.
Looked at from a different angle it's almost like low-grade system-based railroading instead of DM railroading. I fail to see how one is any better than the other.
Do you mean like how failing in combat in D&D requires you to play your character as dead?Which, absent any other information, on a failed roll comes across as the game stone-cold telling me how to play my character
Rules in a game keep it from devolving into the way kids play:Upthread, didn't you say you want the GM's imaginative decision-making about the setting, and the outcomes of actions that take place within it, to be unconstrained by rules?
Now are you saying that that sort of "GM imagination time" is not a game?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.