Ahnehnois
First Post
I don't think there's a difference there at all. The outcome is determined in large part by how the situation is framed.I think there's a big difference between having a GM inherently determine outcomes, and a GM framing a situation based on the character's fictional position, setting, cultural dynamics, and interrelationships with the other in-world participants.
That's true, but I think the word "deserve" is misleading. I don't think it's about making value judgments on who deserves what (though if that's what a DM wants it to be about, he can make it that way). I think it's most importantly about asking "what if?". What would happen in this circumstance?If the PCs simply roll into town without any thought given to what will happen, then yeah, they don't deserve to "interact with their player mechanics" when the bulk of the town guard descends on them to arrest them. Can they attempt to notice the ambush? Sure. Can they attempt to escape if the do notice it? Sure. If the players then want to interact mechanically through the use of powers, spells, negotiation, or combat to avoid the arrest attempt, hey, more power to them, that's why the rules are there.
It's also frequently unclear to the players what's going on under the hood. The DM is telling you what happened, not how it happened. The players, like their characters, do not have a complete understanding of the causal chain (which is, in some part, the mechanics that are at play).Lanefan said:Except that you are constantly telling the players what happens. In fact most player-DM conversations during play boil down to essentially this:
DM: "Here's the scene and situation"
Player(s): "I (we) do, or attempt, this"*
DM: "Here's what happens"*
* - these two things repeat until and unless there's a significant change in the scene or situation e.g. the party goes to another room, or a combat breaks out, or new people join a conversation, etc.
It matters not whether the DM has decided what happens beforehand or whether the outcome is left to a roll of dice, the "Here's what happens" part still happens regardless.
That's why in some cases it makes sense to have players roll checks for impossible things and then just tell them they failed. Then they don't know that it was impossible. In other cases, you want the impossibility to be apparent, so you just tell them upfront.
The same applies to successes. In some cases, you might want them to know that they rolled and just beat the DC, and other times, you might not want them to know that, and sometimes, you just want to move forward and not bother with the roll.