Crimson Longinus
Legend
It is literally what your example of "I open the safe to find dirt on the supervillain" was about.That is not a well-formed action declaration in any RPG that I'm familiar with. Do you have any in mind?
It is literally what your example of "I open the safe to find dirt on the supervillain" was about.That is not a well-formed action declaration in any RPG that I'm familiar with. Do you have any in mind?
It's secret at the start of the session. It is used in framing and adjudication.Then it is not GM's secret backstory, is it?
The scenario doesn't work if the players know all the backstory at the start. It works by the GM actively revealing the backstory in play.Sir Justin "the Gentle", so named because of his deads at the Abbey of St Sigobert, was gifted a fine silvered dagger that had been blessed at that shrine.
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The PCs decided that saving even a single soul is an important thing, and so decided to take the wise woman to the Abbey of St Sigobert before going to fight Saxons. As they were getting close to Warwick, and travelling in the dark still looking for a place sheltered enough to camp without a tent, they came across a weary old man in a blue cloak. (The scenario in the Episode Book is called The Blue Cloak.) A merchant, he had been set upon by bandits who had taken his mule and his goods. He knew the game trail they had travelled down, and asked the PCs to help him. Being noble knights, of course they agreed to do so! As they travelled through the woods and down the trail, he asked about their families - learning that one was the son-in-law of the Duke of York ("What an honour to be aided by such a noble knight"), and that the other was returning to Warwick to woo the Lady Violette - and told them of his own daughter and son-in-law living in Warwick. Then, as they could hear the lusty singing of the bandits at their camp, he asked the PCs to go on without him as he was too weary to continue. The PCs were a little suspicious (as were their players) but opposed checks of his fellowship vs their Presences (even with bonus dice for suspicion) confirmed his sincerity.
The PCs approached the camp, and Sir Gerran drew his sword and called on the bandits to surrender. Their leader - wearing a very similar blue cloak to that of the merchant - was cowed, as was one other, but the third threw a clay bottle at Sir Gerran (to no effect) and then charged him sword drawn (and gaining a bonus die for knowing the lie of the land in the darkness), only to be knocked almost senseless with a single blow, resulting in his surrender also ("When I insulted you, it was the wine talking!").
The wise woman and old man, who had been waiting up the trail with the merchant, then arrived at the camp to say that the merchant had (literally) disappeared! Which caused some confusion, but they decided to sleep on it. The next morning, in the daylight, they could see that the brooch holding the bandit leader's cloak closed was identical to that which the merchant had worn. Sir Justin suggested he no doubt had multiples of his favourite cloak and fitting, but Sir Morgath had a different idea - "When you left the merchant you robbed, was he dead?" His presence roll was a poor one, and the bandits answers that the merchant fell from his mule and hit his head and died, and that they had buried him and had intended to place a cross on his grave first thing in the morning. Sir Morgath doubted this - "You didn't give him a proper burial - his ghost came to us last night!" - and I allowed a second presence check with a bonus but it still failed, and the bandits simply muttered protestations of innocence under their breaths.
Sir Justin received a vision from St Sigobert, and by plunging his dagger into the ground at the head of the grave was able to sanctify the ground. A cross was then placed there, and the group returned to Warwick with their bandit prisoners and returned the merchant's goods to his daughter.
Why, in a high myth game, would the presence of every person in every room at every moment be determined? And what they are saying? And who is visiting them?And this relies on low myth! Regardless of when or at what door the PC listens, they will hear something about what they wish to hear and it will be plot relevant. This simply is not what happens in a high myth game. In a high myth game the contents of rooms would be predetermined, and that would inform what the PC hears.
That action declaration is not "I discover that X is Y". It was "I break into the safe to find the dirt on the supervillain".It is literally what your example of "I open the safe to find dirt on the supervillain" was about.
And that is limiting the action declaration based on secret myth!. . . to find the dirt on the supervillain requires fictional position: that the dirt exists; that it not elsewhere; that it might be in the safe.
Is it right that by your lights it doesn't matter if that limiting is through GM saying "no" (however couched), players saying "no" to themselves, or management of play and/or gamestate so that certain action declarations are not conceivable or not permissible?And that is limiting the action declaration based on secret myth!
If people in the town have been losing faith because rumours about heretical papers that are claimed to prove that the prophet is a fraud and the faith is based on a lie, it is perfectly reasonable for the PC to confront the mayor who is clearly part of this heresy and have a goal of "I compel him to divulge the truth about the location of heretical papers."
Except that the prep might say that it is only the undertaker that knows the location of the papers, thus the mayor does not possess the truth to divulge.
To begin with a general statement, I hope it's obvious that different RPGs give different answers to the general question, how is fictional position established. And that even the same RPG might answer the question differently in different contexts: for instance, in MHRP it is generally the GM who establishes fictional position in Action Scenes, but the players enjoy a lot of leeway to establish fictional position in Transition Scenes.And that is limiting the action declaration based on secret myth!
If the player can succeed on the check, yet unrevealed aspects of the backstory produce failure of goal, then we do not have conflict resolution.I'd posit that success on intent only goes so far as what the character can reasonably try to perceive and-or control with regards to that intent. That said, this almost falls under the 'corner case' heading; as something happening that's this uncontrollable by the character would probably be fairly rare.
This depends on the details of the resolution system. MHRP, Apocalypse World and Torchbearer 2e (just to pick three systems) all approach this differently.Could the GM here just not mention the magical trap at all if the scout got lucky and didn't trip it, such that it's still available to be triggered when the rest of the party comes to catch up with the scout (and to avoid the players having to meta-knowledge their way either around the trap or into it)?
Is it right that by your lights it doesn't matter if that limiting is through GM saying "no" (however couched), players saying "no" to themselves, or management of play and/or gamestate so that certain action declarations are not conceivable or not permissible?
Right. So there actually is an an orc shows up roll, just like there is make a wizard's tower show up roll. With monster-wise or some such the player could make an orc to show up. "I recall the Blue Skull orcs prey upon travellers in these woods..."To begin with a general statement, I hope it's obvious that different RPGs give different answers to the general question, how is fictional position established. And that even the same RPG might answer the question differently in different contexts: for instance, in MHRP it is generally the GM who establishes fictional position in Action Scenes, but the players enjoy a lot of leeway to establish fictional position in Transition Scenes.
Today I played in a session of Burning Wheel. No one just declared "I stab the Orc", because at no point did anyone's fictional position include their PC's proximity to an Orc. How, in Burning Wheel, do we establish that fictional position includes proximity to an Orc? Not just by making an Orc shows up roll: there is no such roll. The GM has to frame it, or a player succeed at an appropriate Circles check.
Which means that the player action declarations are limited in their subject matter by the secret myth."I compel so-and-so to divulge the truth about such-and-such" depends upon the fictional position including that they know the truth or at least that it is possible that they might know the truth. How is this fictional position established? In DitV there is no "such-and-such NPC has such-and-such knowledge" roll. What NPCs know is under the GM's control.
For the sake of argument, say it were conceded by all that such blocking is happening. What would come next?Different ways of doing this certainly matter. I just want to first establish that such blocking is happening, and then we can proceed to discuss different methods of accomplishing it.

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