Yup, it's a lumpy gym sock for sure. We're on the same page.Oh, definitely, but it's easier to talk about the ends first, so we know the scope of the scale. I also don't think it's uniform -- this scale is lumpy as heck.

Yup, it's a lumpy gym sock for sure. We're on the same page.Oh, definitely, but it's easier to talk about the ends first, so we know the scope of the scale. I also don't think it's uniform -- this scale is lumpy as heck.
We may be talking past each other, because I also feel like you're missing my point -- the information about the guarded gate is much more player-facing than the information about the Burgomaster. Unless social encounters function similarly to combat encounters, these things cannot be analogous.Apologies, but it does seem that you're at least kinda missing my point: If the PCs know that the gate is well-defended or that the BurgerMaster reacts badly to being insulted--to the same degree--then attacking that gate or insulting the BurgerMaster is a mistake in the same degree. I'm not talking about springing a "gotcha" on the PCs--I've specifically said that being more flexibility about things they cannot have known is important. There are clearly specific problems with this specific incident in this specific published adventure, but they don't really change my core position (that I can tell).
He's my best friend and I've told this to him directly, but he's not actually allowed to GM anymore by group acclaim. This one example was an example of him doing it well, but, overall, he's not very good at it. That may be why this example stands out for me -- I was darned proud of him for this one. We got through the whole module, but it wasn't always pretty.That does sound like an instance of good GMing. It sounds as though there's not a lot of support for running the BurgerMaster as an NPC in the published material, even though the adventure seems to point the PCs at interacting with him. Good on your GM for spotting that and getting table permission to come back to it later.
There's always a goal. Always.The impression I got was that there wasn't a goal to insulting the BurgerMaster--it was just a barb from the peanut gallery that blew up the negotiation. I suppose I can someone playing a skilled negotiator (probably a skilled player) roleplaying the negotiation out, and having some insults there as part of it--as someone who's been known to have people roll Diplomacy (in a different system) to make an insult really stick, I'm clear on the idea of not giving unintentional offense--but that's different from a PC who's kinda uninvolved just throwing an apparently-random insult into the mix. Trying to insult him as part of getting into his good graces, though--that's probably an error.
Yup, but those edges can be very interesting!None of that sounds unreasonable, from any direction. I persist in thinking that none of us still bothering with this are bad GMs, and that we're really just arguing around the edges, and that the nature of talking about this stuff on the Internet makes us sound more divergent approach than we really are.
Not to be contrary, but I don't want to be one the same page as gym socks!Yup, it's a lumpy gym sock for sure. We're on the same page.![]()
Facing pages or obverse at worst, I put in a section break right after the socks.Not to be contrary, but I don't want to be one the same page as gym socks!
We may be talking past each other, because I also feel like you're missing my point -- the information about the guarded gate is much more player-facing than the information about the Burgomaster. Unless social encounters function similarly to combat encounters, these things cannot be analogous.
If, instead, you're discussing a guarded gate that the GM has determined to be impossible no matter what and a Burgomaster that responds to insults in a fixed way no matter what, then, yes, I can agree those situations are analogous. And that they should be avoided.
There's always a goal. Always.
As for unintentional offense -- happens quite often in my games, as a result of a failed check. I don't tend to write NPCs with "if/then" statements.
If you wanted to elaborate on those differences I'd be happy for you to do so.
My first thoughts are that (i) I rate passion/conviction very highly as a factor in resolution, and (ii) I'm very sentimental. These are probably not unrelated.
Upthread I posted the example of the PC who challenged Sir Lionheart tried to a joust, was turnd down on the basis that he was just a squire and Sir Lionheart does not joust with squires, and then tried to brush past Sir Lionheart. At that point we rolled Presence vs Presence, the player (for his PC) won, and hence he got what he wanted: Sir Lionheart knighted him so he could joust him.
I wouldn't characterise that as skilled play of the fiction. I would say it's engaged play of the tropes and the passions/convictions of the characters (both PC - his desire to be knighted - and NPC - his sense of honour and glory).
I'm guessing that that sort of thing wouldn't necessarily be a big part of your (@Campbell's) play.
When eventually (!) I get to GM Apocalypse World, which forces the GM to be unsentimentally hard, I'm going to be interested to seee how it goes.
At considerable inconvenience to themselves, I suppose they could - but that'd likely be the desperation option were they to find themselves facing a known threat beyond their means to handle.But those things aren't permanent. In fact the whole set-up is premised on the fact that they can change - ie that the assassins can move into a new headquarters!
Need to pick up the pace there, old fellow! Getting it to 50 sessions a year would give you 1000 or more still coming...I probaby have 20 to 30 years of RPGing left at max, which at my current rate is likely fewer than 500 sessions.