The fiction that emerges is a property of play and the entire point of the play. I'm surprised you can be so dismissive of it.
I'm not dismissive of it. I'm trying to talk about
who gets to create it. I am noting that different approaches to RPGing give different participants more or less authority, or agency in that respect.
The player in AW knows the GM will make a choice but has no control over what the decision will be.
The player in 5E knows the GM will make a choice but has no control over what the decision will be.
I do not see a difference between the two conditions. I do not see a difference in agency.
So, how exactly does the player control which choice the GM makes, or even know what the GM's options are? The GM in AW doesn't seem to me (as someone who's just read the rules a couple times) to be all that much more constrained than the DM in 5E.
If the player has his/her PC
go aggro - that is, threaten someone - and rolls 10+, then the participant who controls the threatened character has to make a choice, either to suck up the threat or to relent.
That is how the player controls the decision.
Likewise, and as we've already seen in this thread with the example of Marie discovering that Plover is the real threat, a sucessfull roll to
read a charged situation allows the player to require the MC to answer a particular question.
In the 5e example, the player does not get to force the GM to tell them eg
what's the biggest threat here (apparently the guards). Nor to force the burgomaster to either relent or be set back (in the OP the burgomaster id not relent and was not set back in any fashion). The difference seems pretty evident to me.
So, the AW player Goes Aggro and rolls. 10+ The BurgerMaster sucks it up (breaks) and calls for the guards.
This is what makes me think you are not familiar with the rules of AW. Because you are not describing the Burgomaster sucking it up. From AW p 193:
If the target forces the character’s hand and sucks it up, that means that the character inflicts harm upon the target as normal, determined by her weapon and her subject’s armor. At this point, the player can’t decide not to inflict harm, it’s gone too far for that.
Calling for your guards isn't sucking it up.
On a 7-9, the BurgerMaster "barricades himself securely in" and calls for the guards
From p 194, here is an example of "barricading in" on a 7-9:
Keeler’s hidden in a little nest outside Dremmer’s compound, she’s been watching the compound courtyard through the scope of her rifle. When I say that this guy Balls sits down in there with his lunch, “there he is,” her player says. They have history. “I blow his brains out.” She hits the roll with a 9, so I get to choose. I choose to have him barricade himself securely in: “no brains, but he leaves his lunch and scrambles into the compound, squeaking. He won’t be coming out again any time soon.” I make a note to myself, on my front sheet for Dremmer’s gang, that Balls is taking himself off active duty. I think that we might never see him again.
In the OP example the burgomaster does not retreat or fall back. Rather, he brings pain down on the players (in the form of the guards). That is not an example of a 7-9 on
go aggro.
If the burgomaster, in the face of the insult, runs from the players into his secret chamber and surrounds himself by guards - like US Presidents do with their secret service agents in all those films about attacks on the White House -
that would be an example of barricading himself in. But the OP manifestly did not do that.
I don't see how the character's success/failure on a resolution determining whether the door is trapped--meaning literally that the trap is present on one result and not on another--can be anything other than meta.
What do you mean by "meta"?
In Classic D&D (OD&D, B/X, Gygax's AD&D) the question of whether or not there are monsters behind the door, or down the corridor, can depend on the roll of a wandering monster die. That's how those games work - some fiction is authored in advance, some fiction is authored on the spot in accordance with the mechanics. Appendix C of Gygax's DMG has charts not only for wandering monsters but for random wilderness encounters which can include monsters in their lairs, ruins, castles, etc. None of those things, in the fiction,
comes into being because the PCs encounter them. But they are authored, at the table, on the spot and in the moment of play.
In AW, likewise, or in Burning Wheel, or Maelstrom Storytelling, or Cortex+ Heroic, some fiction is authored in advance - eg in AW PCs have gear lists and relationships and there is at least some local geography established and probably some prominent adversarial NPCs also - and some fiction is authored on the spot in accordance with the mechanics.
That's how a RPG works. There is, and never has been, any requirement that
all elements of the fiction which have, in the fiction, a causal origin prior to current events must
be authored in advance of the current moment of play.
If doors are only ever trapped if you look for traps, why would you ever look for traps? That's probably not the best example ... Anyway, I actually do understand the playstyle, and I even see the appeal of something like Gumshoe where you always find what's there to be found but you might not understand it correctly (and I realize that Gumshoe might not be exactly the right style of play, where the declaration "I open the box, looking for the Crown of Revel" is an action-declaration that can be resolved, which on a result favoring the player means the Crown of Revel is in the box--I can see the appeal of that, too-- finding the Crown of Revel isn't the point, figuring out what to do with it is).
Frankly everything here suggests a radical failure to understand how to play a game like AW or BW or Cortex+ Heroic or any game that does not depend on discovering the content of the GM's notes.
I posted an actual play example upthread. Here it is again:
In one of our BW sessions the PCs had arrived at a tower which - as per established backstory - had been the home of the PC sorcerer when he was studying under his brother's tuition. As part of the same backstory, the tower had been attacked by orcs and the brother, in trying to summon a Storm of Lightning to fight off the orcs, had failed in his casting and been possessed by a balrog. (How the PC had escaped to actuall be there at the beginning of the campaign, some years after those events, had not and still has not been established.) Now the tower was ruined and abandoned.
The player, at about this point, told us more of his PC's backstory: while living in the tower, as a pupil of his brother, he had been working on a nickel-silver mace called the falcon's claw. But it had been left behind when the tower fell to the orcs. Now that the PC was back, he wanted to recover the mace. So they searched the tower for it. Mechanically, this was a Scavenging check.
The check failed. So I - as GM - had to narrate some adverse outcome. I narrated that the PCs did find something, but not the mace. Rather, they found - in the area of the tower which had been the brother's workshop - a stand of black arrows, very like the one broken arrow still carried by the elven PC in memory of his former captain who had been slain by an orc shooting that arrow.
The ensuing play established that the brother had made those black arrows. The significance of this was that it revealed that the brother's evil preceded, in some fashion at least, his possession by a balrog. He had already been making cursed arrows that orcs would take and use.
In structural resolution terms, this is strictly parallel to the box and the Crown. And the point, absolutely, is to find the mace. But that didn't happen. Instead the PC learned unwelcome truths about his brother.
Why would a player in an AW game hae his/her PC look for traps? Because - as his/her PC - s/he wants to know what is going on around her. What the threats are. What the opportunities are. The point of play, in AW, isn't to
beat the GM's scenario. The is no "GM's scenario". The point is to inhabit a character in a shared fiction.
As a player in AW (or BW, or in a lighter game like Cortex+ Heroic or 4e D&D) you know that the GM will be throwing adversity at you. That's his/her job. If you want your PC to be safe then you don't play the game! But if you're playing, there's going to be adversity. It's not as if you can protect your PC from adversity by never looking for it!
"Misdirect" seems to mean one of two things. It either means describe what you're doing in terms of the fiction (as in, having NPCs put PCs in different places, rather than saying "they separate you"--the principle is, IIRC "Make your move but never speak its name" or something close) or it means something more like narrative sleight-of-hand, where the connections between cause and effect, action and result, are muddied, to keep the players (and I suspect ideally the GM) guessing. The former is less about transparency than immersion; the latter is ... well, I don't entirely grasp what the point is, but I don't think it can be fairly be said to be about transparency.
Describing things in-the-fiction is good GMing, I agree. I don't think of it as "misdirecting," though.
Vincent Baker is crystal clear what he means by "misdirection". He means overlaying real-world authorship decisions with in-fiction explanation. Perhaps you don't like his word choice, for whatever reason. That doesn't make his explanation any less crystal clear.
You seem to have confused two MC principles.
Never speak your moves name is one of them. That is an instruction to narrate fiction (eg, from p 111, "Maybe your move is to
separate them, but you should never just say that. Instead, say how Foster’s thugs drags one of them off, and Foster invites the other to eat lunch with her.")
Misdirect is an instruction to narrate fiction that establishes in-fiction causation and connections. I already quoted this text from pp 110-11:
Of course the real reason why you choose a move exists in the real world. Somebody has her character go someplace new, somebody misses a roll, somebody hits a roll that calls for you to answer, everybody’s looking to you to say something, so you choose a move to make. Real-world reasons. However, misdirect: pretend that you’re making your move for reasons entirely within the game’s fiction instead. . . .
Make like it’s the game’s fiction that chooses your move for you, and so correspondingly always choose a move that the game’s fiction makes possible.
There is no muddling of connections between cause and effect. Everyone at the table knows that the cause of the GM saying stuff is that something happened in the real world. Just like, in the OP, the players know that the reason the GM describes the burgomaster being angry is because a player described his/her PC as insulting the burgomaster. The point is that the GM is directed
not to talk about those things. Rather, the GM is directed to
narrate fiction that illustrates causal and similar (eg constitutive) connections. So, eg, in the example of play when Marie learns who is the biggest threat the GM establishes that Mill is 12 and no threat.
I have no idea what you see as non-transparent here. Quite the contrary: the player now knows that Mill is 12 and no threat. And that Plover is a threat. The fiction is not secret from the players. This is a fundamental difference between games like AW, BW, Cortex+ heroic, Prince Valiant, etc - games which in some other respects are quite different - and RPGing-as-puzzle-solving.
The fiction that emerges is a property of play and the entire point of the play. I'm surprised you can be so dismissive of it.
I'm not dismissive of it. I'm trying to talk about
who gets to create it. I am noting that different approaches to RPGing give different participants more or less authority, or agency in that respect.
pemerton said:
The character didn't change the ficiton. The character exists within the fiction and does not author it.
The GM changed the fiction. S/he did so because s/he was prompted to by the player's action declaration.
Well, if I wanted to play the game and ignore the character I'd play something like Gloomhaven or Eldritch Horror or Pandemic (all of which I like, for what that's worth) where the "character" is just a bundle of abilities with a picture attached. That is neither how nor why I play TRPGs, though.
To be more responsive, at the same level of remove: The fiction changed as a result of the player's decision, which rounds to the player changing the fiction. Since the decision ended up being an action that the character takes, it works just as well to think of the character changing the fiction, since the action and the result are connected in the fiction.[
As
@Ovinomancer has already explained, the first paragraph of this is just flat-out wrong.
The second paragraph is ironic, given your repeated complaints about the use of the word "misdirect". Because you seem to have been successfully misdirected!
Fiction can change as a result of a player's decision without
the player changing the fiction. In the post of mine you quoted I even gave an example: the GM changed the fiction because prompted to be a decision made by the player.
As far as the character's action is concerned, that doesn't change the fiction. The character's action was
to insult the burgomaster. The effect of that was
to anger the burgomaster. Unless you're playing a RPG with 4th-wall/meta aspects to is fiction (Over the Edge is an example), character's can't change the fiction because they exist within it, they don't operate upon it.
It is my opinion that all decent RPGing instructional text is written having regard to that basic fact. It tells real people what things they should do or say in the real world. It doesn't pretend that imaginary things are having real causal impact.
How'd the characters get there? What'll they do next? Aren't the answers to those questions fictional content? Didn't the players/characters have input to those answers? Aren't the characters in the fiction trying to figure out what's going on in the fiction?
<snip>
In the example of the Crown or Revel being/not being in the box, there's no way the character has any control of that, whether the Crown being in the box is decided by the GM, erm, deciding, or as the result of an action-resolution check (where a success allows the player to put the Crown in the box). I'm not inclined to deny that I find it easier to play if I'm not having to think so much outside my character, nor that as a GM I find it easier if the facts of the world (such as whether the Crown of Revel is in the box) are in my head as opposed to yet-undertermined, but I don't think I've been impervious to the idea that others might prefer it otherwise.
in the fiction, yes, characters are trying to work things out. In the fiction, they typically don't create the answers to those questions.
This resembles the real world, where - when I eg pan for gold in a creek - I didn't make it true or false that there is gold in the creek bed.
But I am not talking about
causation in the fiction, ie
imagind causation, which in most RPGs correlates pretty straightforwardly with causation as it occurs in the real world.
I am talking about
causation in the real world. Or, in other words,
how fiction is created.
As I replied to
@Campbell already upthread, in a game like BW where the question of whether or not the Crown is in the box is answered by resolving the declaration
I look in the box for the Crown, this does not require the player to think outside of his/her PC. And when you say "as a GM I find it easier if the facts of the world (such as whether the Crown of Revel is in the box) are in my head as opposed to yet-undertermined" what you are saying is that you prefer GM over player agency in respect of those sorts of elements of the fiction.
it makes as much sense to have the player narrate what's in the box as it does to have the GM do so--but they lead, I think, to different types of stories emerging.
Maybe, maybe not. No one in this thread has posted actual play examples that would bear on this.