Although I think there's something to be said, in RPGIng, for the PCs rather than NPCs being the centre of the action.
And how better in this case than as the guest of honor at an execution?
Although I think there's something to be said, in RPGIng, for the PCs rather than NPCs being the centre of the action.
And how better in this case than as the guest of honor at an execution?
Are there any action resolution mechanics involved?
Conflict resolution mechanics (Clocks in AW or Blades, Conflict in Mouse Guard or Strike!, Skill Challenges in 4e) would be perfect to let actual play decide the question “are the PCs executed or is there a gripping, narrow escape (that leads to x knock-on conflict and downstream effects)?”
That sounds pretty awesome.
If one participant at the table just decides that the walk up to the gallows and the hanging isn’t a site of conflict but rather just a fait accompli (or perhaps the entire time from the arrest to the execution) then I’m left wondering why we don’t just elide all kinds of other potential sites of conflict in the game and just have someone tell us what they think should/would happen?
A degree of uncertainty, sure, but there's still a fair amount of overall predictability as to the end outcome most of the time; with certainty increasing the farther apart the two sides are in powers and capabilities.But D&D has never been free kriegspiel in the strictest sense. Combat is resolved via dice rolls, which means that unexpected and "illogical" things can happen.
The effect of this is also that combat in D&D often has a degree of uncertainty associated with it.
Social interaction - which, once the King's got them in the stocks, this pretty much is - follows the logic of roleplaying rather than dice; and depending on the characters (PC and NPC alike) and their personalities and-or motivaitons the outcomes can be just as unpredictable - or not.Is it important or necessary that other fields of endeavour by the characters have less uncertainty and/or more "logic"?
But D&D has never been free kriegspiel in the strictest sense. Combat is resolved via dice rolls, which means that unexpected and "illogical" things can happen.
And how better in this case than as the guest of honor at an execution?
There's that, and also the fact that the D&D combat mechanics narrow the field of actions enough that the outcome becomes more predictable. You can escape the gravity of those rules, but I suspect a lot of games don't. Roll to hit, roll to damage, monster or PC dies, rinse and repeat. That doesn't mean it's always bland or anything, that's not the case, but the system does return a pretty small field of possible outcomes.The unexpected happens from time-to-time, but I'd say the results of combat in D&D are typically logical in that they make sense within the context of the game.
Is it important or necessary that other fields of endeavour by the characters have less uncertainty and/or more "logic"?
I don't understand how something can be handled offscreeen and yet also be the result of the game's resolution mechanics.In this instance it would be the result of player decisions, character actions and the game's resolution mechanics. Probably something I'd have handled offscreen while the players generated new characters
My view is that if the GM can't handle the players declaring actions for their PCs, s/he's taken on the wrong job.He definitely has more patience for them than I would at this point.