Thomas Shey
Legend
Yes, of course they can.
Just a (possibly irrelevant) note; in some styles of GMing that "of course" is not a given.
Yes, of course they can.
The process described includes that there is a step, randomisation, in which some participant will propose contents of a set - which are game outcomes - and someone else will accept or refuse those proposed contents - i.e. not opt into even the possibility of those outcomes.Yes, of course they can.
The process described includes that there is a step, randomisation, in which some participant will propose contents of a set - which are game outcomes - and someone else will accept or refuse those proposed contents - i.e. not opt into even the possibility of those outcomes.
That's what folk are calling a negotiation - a proposal followed by acceptance or refusal. And as @Thomas Shey implies, that doesn't have to be true of all RPGs. For example, it can be set up like this -
GM: there is a sheer 60' wall here (not a proposal, a statement of fact)Player: my character will try to climb the wall (not a proposal, a statement of fact - the character will indeed try)GM: make a Dexterity ability check no modifier (not a proposal, player cannot decline)System: failure means take d6 damage per 10' always based on falling from halfway (not a proposal in the moment, a pre-agreed fact)
The above is what I am envisioning, which proceeds as a series of assertions and clarifications, with no in the moment options to accept or refuse. One could argue that this relocates the negotiation into participants' mental states, rather than language between them: which might make roshambo implicitly a negotiation!
Perhaps in games like ToR where in many cases you are rolling against your attribute. Or as some 5e GMs attest to, where a short list of difficulty classes is used (e.g. only 12 and 20) so that players normally know what the DC is going to be. Games using karma-mechanics of course require no roll at all. And it strikes me that given their fixed target numbers, if one wanted to, one could utilize PbtA mechanics to avoid in the moment negotiation except where strictly compelled by results!The other significant question is whether the player gets to change their mind at the point when they get to know the actual difficulty. Unless this is strongly standardized...
This division exists in board games as well, and is usually a matter of agreed upon game etiquette. Generally speaking, you have two camps, one that holds action declarations to be absolute and requires they be resolved once initiated, and the other that holds they can be modified or taken back until a specific trigger in the game state is reached. Nearly always, that trigger is the introduction of new information that could not be attained before the action, i.e. another player playing a card from hand, revealing a hidden resources on the board, or even just beginning their own action declaration that hinges upon the information gathered from the first.The other significant question is whether the player gets to change their mind at the point when they get to know the actual difficulty. Unless this is strongly standardized (so they could look at the GM's first statement and already know what sort and difficulty the roll probably was out the gate), its often the case where the player's conception of that and the GM's are very different (and even when that standardization exists, the degree of detail the GM gives can impact it). Some GMs consider that metagaming, whereas others (and many players) consider it communication of the actual situation (I'm leaving out here for the moment "hidden modifiers" which in many cases should be an element of the randomization of the die roll instead of a different modifier, but that's neither of these are a given or non-controversial).
I think some real world comparisons are important to. Ex: part 1: I agree today to give my friend 10 dollars after he buys my lunch tomorrow. Part 2: My friend buys my lunch. I give him 10 dollars.In relation to my immediate previous, I wanted to draw attention to this. I take some modes of play to not treat what the GM says as "proposals". To break that out for further clarity
GM: there is a sheer wall here (not a proposal, a statement of fact)Player: my character will try to climb the wall (not a proposal, a statement of fact - the character will indeed try)
There is no negotiation in the above. Each makes definitive statements on matters they have authority over. And for contrast
Player: my character will try to climb the wallGM: really? no, I do not think your character would try to climb the wall (treats player's statement as a proposal that can be declined)
Most groups have in place up-front agreements hostile to the latter.
I think some real world comparisons are important to. Ex: part 1: I agree today to give my friend 10 dollars after he buys my lunch tomorrow. Part 2: My friend buys my lunch. I give him 10 dollars.
I can see part 1 being a negotiation. I might not call it that but I understand. I don’t see part 2 being a negotiation or even how it can be called that.
I think your second example is skipping over a critical piece of information -- does your friend accept the $10? It seems like you're suggesting he does (you're giving, not offering), and I'd suggest that if he does then there has been a negotiation. Just not a contentious or interesting one.I think some real world comparisons are important to. Ex: part 1: I agree today to give my friend 10 dollars after he buys my lunch tomorrow. Part 2: My friend buys my lunch. I give him 10 dollars.
I can see part 1 being a negotiation. I might not call it that but I understand. I don’t see part 2 being a negotiation or even how it can be called that.
The process described includes that there is a step, randomisation, in which some participant will propose contents of a set - which are game outcomes - and someone else will accept or refuse those proposed contents - i.e. not opt into even the possibility of those outcomes.
That's what folk are calling a negotiation - a proposal followed by acceptance or refusal. And as @Thomas Shey implies, that doesn't have to be true of all RPGs. For example, it can be set up like this -
GM: there is a sheer 60' wall here (not a proposal, a statement of fact)Player: my character will try to climb the wall (not a proposal, a statement of fact - the character will indeed try)GM: make a Dexterity ability check no modifier (not a proposal, player cannot decline)System: failure means take d6 damage per 10' always based on falling from halfway (not a proposal in the moment, a pre-agreed fact)
The above is what I am envisioning, which proceeds as a series of assertions and clarifications, with no in the moment options to accept or refuse. One could argue that this relocates the negotiation into participants' mental states, rather than language between them: which might make roshambo implicitly a negotiation!
The other significant question is whether the player gets to change their mind at the point when they get to know the actual difficulty. Unless this is strongly standardized (so they could look at the GM's first statement and already know what sort and difficulty the roll probably was out the gate), its often the case where the player's conception of that and the GM's are very different (and even when that standardization exists, the degree of detail the GM gives can impact it). Some GMs consider that metagaming, whereas others (and many players) consider it communication of the actual situation (I'm leaving out here for the moment "hidden modifiers" which in many cases should be an element of the randomization of the die roll instead of a different modifier, but that's neither of these are a given or non-controversial).
Perhaps in games like ToR where in many cases you are rolling against your attribute. Or as some 5e GMs attest to, where a short list of difficulty classes is used (e.g. only 12 and 20) so that players normally know what the DC is going to be. Games using karma-mechanics of course require no roll at all. And it strikes me that given their fixed target numbers, if one wanted to, one could utilize PbtA mechanics to avoid in the moment negotiation except where strictly compelled by results!
In the post you're replying to here, I felt the word "negotiation" was being used as a replacement for "game mechanics".I didn't picture the GM in the assumed mode of play (trad, neo-trad or OSR) as having any opinion on the character being at the top of the wall. They're not proposing an alternative version of the fiction, they're telling it like it is. Perhaps that helps tease out something beyond semantics: the idea that "competing concepts of the fiction need to be resolved". The concepts are not put in competion. In my example, GM does not negotiate on what player says their character says and does, and player does not negotiate on what GM describes, such as a sheer wall.