Definitely. I wonder if posters who feel it does encourage an adversarial stance are thinking of the DM "winning", or maybe just offering an uncompromising challenge?
Well, let's be honest: it's no less common an error of GM procedure than the Lawful Stupid "death to arsonists, murderers, and jaywalkers" Paladin error is (unless one is very specifically playing that archetype to watch it crash and burn, I suppose). Plenty of people have at least one horror story from a GM they know, or from a friend who suffered under a GM like that.
Uncompromising challenge is the goal IMO, while the other bit is a load of bollocks.
It is. But the unfortunate truth is that a lot of people get it in their heads to pursue a load of bollocks rather than mutually-enjoyable play. To turn the example around in a different way than my previous one: Isn't this exactly what so many
GMs fear from their players? The powergamer is the player trying to "win." If GM fears of powergamers corroding the experience are valid, it's hard to see why player fears of tyrant GMs wouldn't be.
I'm not saying there is no such thing, at some level, as impartiality. I AM saying that it is not possible to run an ongoing game for any period of time in a completely impartial way, yes.
I'll go a step further: whether or not it is
possible, I'd argue it's not
desirable to run a game in a "completely impartial way." Because the whole point of running a game for folks is for everyone to have a good time. Being completely impartial means ignoring player concerns and continuing on with play even if one or more players are having a Bad Time.
The plus side of this is that every game is different and special. The downside is that humans sometimes make bad calls and play can suffer as a result. One measure of a good GM is that s/he rolls with those bad calls and cleans up the mess fairly quickly!
This seems to imply a follow-up question: Would one measure of a good
system be that it supports the good GM in doing so?
I should also add, it's not just impartiality that admits of reasonable differences of opinion over what counts. Think again of the the DW example: the boundary between soft and hard moves is not itself clearcut (is smoke on the horizon always a soft move, or can it be hard if we know, from the established fiction, that it will bring the raiders on a sweeping, pillaging raid through the valley?).
While I might grant that there's a
little vagueness on that one, I think the line between the two remains reasonably clear: a soft move is something you can try to
prevent, a hard move is something you can only
address after. So, let's say we grant that the fiction has established that smoke on the horizon means a bandit raid is already on the move. Can the characters
prevent it from actually doing any damage, if they're successful enough later? If yes, it's a soft move--a very strong soft move, I admit, one I would be reluctant to deploy unless it was warranted, but a soft move nonetheless. If no--if at least SOME damage WILL happen, no matter how superlative the party's mitigation efforts--then it's a hard move.
In fact, I would call this merely a more elaborate, nuanced version of the extremely simple "the monster swipes at you." If, for some reason, the PC targeted by the monster's attack definitely cannot
prevent bad things, only being able to partially weaken them or address them later, then that's a hard move. It is, at that point, just equivalent to declaring that the PC has taken damage or a debility outright, and then giving them a chance to bounce back. If instead the PC
can actually STOP the attack entirely, such that there is even a slim hope of getting away unscathed, then you have merely presented a threat and not actually dealt a blow.
All that said, I do at least grant that there can be some cases where the line between soft and hard move is fuzzy--though I would probably focus that more in the area of simple facts (rather than evidence of future events). Frex: "No,
I am your father!" is a "weakly hard" move against Luke because it conclusively establishes a hard fact about the past, but this doesn't have any clear and direct
impact other than being upsetting--Luke hasn't suffered a clear "loss" in anything but morale. By comparison, "there is another" Skywalker is a "severely soft" move, because it establishes something important, another hard fact, but only in the most minimal and restrained way possible. Luke has to go on and investigate more before he learns who the other is, and gets significant control over where things proceed from there.
Or, if you prefer a slightly pithier phrasing: Vader's revelation to Luke is Vader
taking control, albeit in a way very difficult to define mechanically. Yoda's revelation to Luke is Yoda
giving control to Luke in both a (DW-)mechanical and narrative way, by equipping him with knowledge that he can decide how to act on.
Luke's subsequent conversation with Obi-Wan is an almost perfect example of using Discern Realities to investigate deeper, with either "what here is useful or valuable to me?" or "what here is not what it appears to be?" giving him the intuition that Leia is his sister, and later on when Vader senses from Luke that he has a twin sister (but fails to realize
who she is) is a perfect partial success on a Defy Danger roll. (I'm honestly kind of surprised how well this analogy is working...)
A further thought: the classic skilled play of Gygax, Moldvay etc purges all sentiment from play - even the sparing of innocents is handled not through sentiment, but by feeding into the alignment mechanics. This helps narrow the parameters both for player decision-making and for GM adjudication of what's fair or not.
Enrich the fiction, and enrich the sorts of things the players are invited to care about in their decision-making, and you better be prepared to change your methodology for adjudication if you don't want your games to be pretty short-lived! (Which even the DL authors realised, however weak their actual revised methodology may look.)
See above. I'm not sure this is even a good idea in the grand scheme, simply because our sentiments for our fellow players are exactly what enable us to make an enjoyable, compelling game--no matter what style we play in. Those sentiments need to not
blind us to when we are being too soft (or to hard!), but I do not see any way that a successful, long-running campaign can happen when the DM is a completely sentiment-less adjudication machine. That's what a calculating device is for, not a living, creative mind.