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

I think that multiple posters here have conjectured a "why" - namely, the GM has a vision of the setting that they wish to affirm via play.
Do you mean by that that decision making is fiat and/or arbitrary? Because if so I believe multiple posters have pushed back rather firmly about that idea, saying rather that fidelity to the pre-exustibg fiction of the setting, and player action, are the primary sources leading to decisions.

So the lines have been drawn for a while now. What's the end goal then? Are you trying to change our minds?
 

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Let me put it this way:

Suppose I'm trying to teach someone how to run a living world sandbox. Which way of describing it seems more likely to be useful:

*Let the world react to what the players have their PCs do?​
*When the players have their PCs do a thing, decide what happens next by considering <insert factors here>?​

When I was learning GMing, it was the authors who actually did the second sort of thing - Moldvay, Pulsipher, Gygax - who I learned from. I wasn't very good at the game they taught me, but at least I was able to follow their instructions.
I would posit that @robertsconley has done an excellent job explaining the technique from my point of view.
 

And it caps after a certain distance fallen, modeling terminal velocity. And you fall, modeling gravity.
Seems like a model to me. Certainly not something worth belittling.
Here's a little story I just wrote:

The child walked through the park, and came to an embankment. She thought it would be fun to roll down it, and so she lay on her back at the top of the slope, and gave herself a push. Off she went, rolling down the hill!

As she tumbled down, it was the sounds that excited her the most - the swish of the grass, the wind, the noise of other children and her own delighted screaming, all rendered with a curious rhythm by the rotation of her head, her ears being covered on the left, then exposed, then covered on the right, then both exposed again, all the way to the bottom.

When she stood up, swaying dizzily, all the could think of was racing back up to the top, so that she could have another go! But her father insisted it was time to go home. Rotation, rhythm and joy were soon forgotten, replaced by a sense of tiredness in her legs, and the boredom of the humdrum evening routine.

The sun rose the next morning nevertheless.​

So did my story model: gravity, body shape, hearing, wind, walking, balance and dizziness, muscle fatigue, parent-child relationships, bathtime, and the rotation of the earth about the sun?

If yes, then your threshold for modelling is lower than mine.

If not, then that's why I don't see any modelling in the typical RPG.
 

Or you're also misunderstanding what people are saying.

This isn't a case of "oh, I can't control what goes on in my world" in the way some people do stupid or horrible things and say "it's what my character would do." Unless I seriously missed something, the people in this thread are talking about trying to make their world react naturally to the actions of the PCs and NPCs in it.

Am I to take it your worlds never change no matter what the PCs or NPCs do?

No, not at all. I’m surprised that’s what you took away from my post.

My point is that the world doesn’t actually react, the GM makes decisions or uses procedures to depict how the world reacts. Which may seem silly to point out, but I’ve noticed a tendency for some folks to attribute such things to the world.

As you say above, which I bolded, the GMs make their worlds react.

A GM avoiding ownership of that decision making is what I was calling BS.

We aren't going to bridge this gap. I am fine with you not seeing it our way. From my perspective, you are just reframing things here. For example, I wouldn't say we prioritize setting over characters. What I would say is characters are part of the setting so generally you are influencing the campaign through your character.

I don’t know. I realize there are several people advocating for loving world sandbox play, but not everyone seems to have the same ideas on things. But I see enough evidence that makes me think the setting is a primary focus.

The setting is often constructed ahead of play with no thought to the players or their characters. Some have even stated that thinking about players or characters during setting creation would be negative in some way.

The setting is treated as more important than the characters. Look at the orc as favored enemy discussion… no one said “hmm, okay… there are orcs in this world now” or “I’ll change the goblins to orcs” or “orcs were wiped out ages ago… but maybe some have survived” or anything like that. (To be fair, I think this player was being foolishly stubborn… but still, that impulse to place setting above character is strong).

The effort made by the GM prior to play often creates an uneven dynamic between GM and player. The word “leadership” has been introduced to the discussion. The GM’s contributions are considered paramount. The players’ ideas, if considered at all, are often secondary, though not always.

But I think this stuff:

Is extremely annoying

Well it needed to be restated.

That’s fair, within your framework. In mine, the referee exists to support the core goal of the campaign: to make the players feel like they visited a living, coherent world. That feeling of verisimilitude is what’s prioritized.

Right! Verisimilitude was one of the possibilities I suggested upthread about what was prioritized above player agency. I also mentioned plausibility and setting fidelity… and I think they’re all kind of related.

So yes, the players don’t have much meta-agency—they don’t shape the world as authors. But they do have strong character agency: their ability to change the setting is directly tied to what their character can plausibly accomplish. That’s the tradeoff, and the players know this going in, it’s not hidden or unclear.

Sure, I get that. I’ve never said that sandbox play is dissatisfying. It may be so to someone looking for a different type of play, but the same could be said for any game. Whatever game we’re talking about… from the most open to the strictest railroad… is fine if everyone’s on board with it.

But what I’m talking about when I’ve said that the living world sandbox is not as player focused as often portrayed is precisely because of the tradeoff that you mention here. The agreement to limit player agency to that of what the character can do… which is likely perfectly fine with the players… and have less say about what’s happening in the game beyond that.

This is what I’ve been saying. It’s understood by the participants… preferred by them even. There’s nothing at all wrong with it. This is why I don’t like my comments to be described as “diminishing” the style.

That said, there is an important form of meta-agency present: players, individually or as a group, are always welcome to talk with me about their overall goals. This helps guide what I prepare for upcoming sessions and ensures that their interests are handled with sufficient detail.

If that structure results in the referee being more central from your perspective, I understand. However, in my view, it’s about aligning the referee’s role with the setting-first premise, rather than spotlighting the referee personally.

I do think it makes the GM more central. It allows them to build their world entirely without concern for the characters or player desires other than the general “our characters will have adventures”. Again, nothing wrong with that. But I think that in a game that is more player-focused, the setting creation wouldn’t be so removed from the characters. That the players’ ideas would be incorporated into the setting, that character elements the players are interested in are present in play, and that the GM then uses all these ideas to help deliver an experience that is focused on the players.

Now, it seems like you allow for some of this based on your mention of “meta-agency”… that players can talk to you and make requests or talk about goals. So I think you get what I’m saying… and likely realize that what you’re talking about could go further.

But maybe not… it’s tough to say based on the description you shared.
 

So I think that "having a mental model" is both a) a pretty dang common term and b) not terribly inaccurate for what we're doing when we run a game? Our shared hallucination is all in our heads after all (maybe with a bit of graphical representation). I've used the term quite a bit for how I try and keep a running image in my head of the current game-state + what the characters are doing + how the world is responding before stuff flows forth out of my mouth.

It's not like what I do at work where I'm running a series of actual algorithmic models, but extrapolation of "how x thing may be impact y person in my z town when the players show up" can be tossed under that headliner.
If your authorial output is the product of your mental model, the authorial output is not itself a model of anything.

I mean, suppose you tell me that I have a "mental model" of the Knights Templar. OK, I'll allow that. And so then you tell me that Thurgon, and the Knights of the Iron Tower, are outputs of that model. OK, so far so good. But the character and the order - they're not models of the Knights Templar. They're just things that I imagine.
 

I just wanna note here that this paragraph says nothing without being super inculcated in specific terminology. I agree with the rest of your post, but can’t understand where you’re going here.
I rolled some dice. I was simulating my own brain, and that's what came out. It is simulation, so it MUST mean something, right?
 

I'm not so sure about that... I think there's a fairly significant element of deliberate and 'eyes open' kind of design in many quarters. 'Blorb' for example is NOT Narrativist, but it is surely a taking stock of RPGs as they are and not being obtuse about them. 4e D&D, while it can be played as a Narrativist kind of game, is still fundamentally D&D and has been most commonly played in a much more trad style. Yet it is a game that is very conscious of itself and open to playing transparently. 13th Age is not really Narrativist either, maybe even more neo-trad and similar to FATE, but it would be hard to argue it wasn't designed with a clear understanding of what it is, either.

No, I think RPGs as a genre have become far more self-examining and far more deliberately designed in the last 20 years, overall.
Ok. Narrativism is a specific thing, which is why I've been trying to use the term non-traditional games (mainly because I'm tired of getting called out). All the game you mention above are either non-trad or commonly played in a non-trad manner by posters here who refer to them. I'm not familiar enough with blorb to comment on it, but otherwise I stand by my general point. The Forge stuff and its direct descendents in particular are IMO strongly biased in favor of Narrativism, despite the claim to classify and analyze all forms of play. It's why I have a hard time taking it seriously.
 

This is what some people are missing. The GM isn't just doing things willy-nilly. They're acting as the characters they control are supposed to be acting.
No one is missing this.

What they are saying is that (i) it's often very far from clear how a person is "supposed" to act; and (ii) if the GM was the author of the person in the first place, then how the person is "supposed" to act is itself a pretty direct downstream consequence of the GM's act of authorship.
 

Do you mean by that that decision making is fiat and/or arbitrary? Because if so I believe multiple posters have pushed back rather firmly about that idea, saying rather that fidelity to the pre-exustibg fiction of the setting, and player action, are the primary sources leading to decisions.

So the lines have been drawn for a while now. What's the end goal then? Are you trying to change our minds?

Idk, I can comfortably say that I make decisions in my game(s) in keeping with the agenda and principles of play, and when I reflect on what I did and it falls short I update. Basically the same thing “Blorb Principles” advocate for high-prep transparent conventional play.

But I don’t think I’ve ever said it wasn’t fundamentally me making the decision about how things go. I’m bound by the rules of the game, but like - it’s not a straitjacket. “Put them in a spot” as a hard move has a ton of space. So long as I can look back at what I’m doing and feel that I’m not constraining the players into what I think is a better direction of play I think I’m doing a good job. When I ask for a roll on a table, or when I make the decision to disclaim decision making (“roll death’s door for him, on a 1-3 X happens on a 4-6 Y, hm I don’t know - roll a d10 and we’ll see?”), I’m the one setting the potential space there; or I’m the one who prepped the Threat / Site / etc.

It’s a fine line between “am I doing what’s required to ensure we have an interesting an engaging game” and “how far am I guiding play” and I try and reflect on this and be aware of where my choices shape things.

You could argue that “well that’s the point of all these random tables and pre-written blurbs on hexes and content!” And I guess so, but I’ve found the ability to build a reactive world that feels consistent and vital empowered by a design one step back from that - broader brushed and more bespoke. It’s a good thing so many different people with different desires are out there to play, means we all get to run games that align with what we want to achieve at our table.
 

Into the Woods

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