For those of you who played/play 4e, what do you think of the implementation of player-driven quests? Does it work fine as is (i.e., as a section in the dmg), or would you rather it took some different form? I'm not familiar with these books, but I can imagine that if a game really wants to focus not just on quests but quests that are player driven, it could be more fundamentally integrated into the play advice and mechanics. It's very clear to me how this works in Blades in the Dark, for example, because the mechanics (such as players choosing which type of action they are going to take, being able to manipulate the dice pool in a variety of ways, xp for desperate rolls) match up with the play advice (fall in love with danger for players, asking questions for GMs). So that makes it very clear what player-driven means.
For my part, I definitely would prefer that it be fully spelled-out in both the PHB and the DMG, and I think that it would behoove the game to spend more page space on Quests if they're supposed to be this important (as said in the DMG). However, in practice, I've found them reasonably effective as they are. Not perfect, but little is, right? Of course that's a purely player perspective on it, so I may have just gotten lucky with DMs.
Is player-driven gameism ever a thing, or is player empowerment in this way only a feature of Story Now games? There has recently been
some talk in OSR spaces about how the 1e dmg assumed that the DMs worlds would be inhabited by several play-groups worth of characters, all operating in competition with each other. I'm not necessarily charmed by such Gygaxian fundamentalism, but for those interested it would seem to provide a model of dnd play that is both 1. very gameist (especially as it leans into the wargames heritage of the game) and 2. very player driven (as a session isn't even scheduled unless a group of players, who each may have several characters, bring some of them together to work on a particular project).
See below re: player-driven gamism. As for "player empowerment," I see gamism generally as being
already pretty player-empowering if it's handled correctly.
That is, in a gamist game with really good design, everyone involved (player and DM alike) can in a sense "relax," unless they
wish to do otherwise. The DM can comfortably assemble challenges, and trust that if the system tells them "this should be pretty easy" or "this should be pretty scary" (always with the caveat "...unless luck intervenes!"), then it
most likely will be (within said caveat). The DM can just throw together whatever
sounds cool, without being overly concerned about whether it's calibrated to the party. In fact, the DM may not even really need to know much about the party's capabilities at all; if the system is well-balanced, there's little need for a hyper-vigilant DM that nixes overpowered options or broken combos. Likewise, a player that
wants to can go all out, hunting the best and most awesome stuff...but they can also just relax, do a few minimum things (e.g. raise their prime attributes, pick up an Expertise feat, that sort of thing) and then otherwise doing whatever sounds
fun regardless of whether it's
strong.
I, personally, see this as a form of player empowerment, but it's "empowerment" in a way completely different from the "empowerment" of "Story Now." Instead of being anxious or blithe about future success and failure, players can confidently
do what they like. Similarly, DMs no longer have to be ever-vigilant for whether a player playing a powerful class is getting too much spotlight time or whether allowing a particular build or option will lead to wonky balance issues, and can instead just fill the campaign with whatever content they think sounds interesting. (It is, not so coincidentally, this very empowerment which enables the distinct form that gives 4e some of its "Story Now" side: by making the game
very good at being a game, the players can more-or-less detach from
focusing on the game, and instead focus on what drives them, what things they Value, and what Issues will test those things.)
Is 4e as a Story Now game the way it is typically understood, or is that a particular point of view established on these boards? I've mostly heard it referred to as too gameist.
AIUI, it is gamist in
intent and
focus, in part because it's a D&D game and D&D has
always been pretty gamist. The narrativist/"Story Now" perspective on it is somewhere between "accidentally on purpose" (as in, they did things purposefully which led to it, but I don't think anyone believes that it was the designers'
intent that these purposeful choices would do so) and "emergent." Sort of like how I don't actually believe the
goal with 3e was to make an effective "process" Sim game, which is why you have some really funky things.
However, people reading and playing it got a lot of "process" Sim
from playing it, even though it isn't intentionally that kind of game.
Really rigorous "process" Sim games generally shouldn't produce things like Pun-Pun, the peasant rail cannon, the
locate city bomb, etc. Developing stuff like that is heavily gamist. But, for example, I see a certain shadow of "process" Sim in the attempted granularity of skills and skill points (which almost surely evolved for gamist reasons out of the heavily gamist NWPs of 2e, but their new form does have a certain semblance of "process" Sim.) Likewise, the
principle behind Prestige Classes, and how they're
supposed to be grounded in the world and a perfectly natural fit for a character e.g. that one should pick up a new PrC because
it happens to fit how you've naturally grown, looks pretty "process" Sim-esque to me. And it's why people complained so much about the
practice of them, which was extremely gamist and (IMNSHO)
not in a good way, forcing players to carefully plan out character building, sometimes over the course of a dozen levels or more just to make sure they didn't
miss out.
Perhaps it would be best to say that 3e and 4e are both openly gamist games, but because of the way the rules were structured, how they were presented to DMs and players, and certain (relatively light) mechanical touches, it is possible to play the former in a "process" Sim-focused way, and the latter in a narrativist "Story Now"-way.
Player-driven gamism I guess would be something closer to Arnesonian play, in the sense of actively inventing your own missions ('We're going to go and rob the temple of that snake cult the GM mentioned') and then relying on Calvinball style tactics and lateral thinking to achieve those goals outside of excessive dice rolls or actual combat (flooding the dungeon and so forth).
For my part, the idea of "player-driven gamism" makes me think of "West Marches"-style games, but even that is a bit iffy as the game itself is doing most of the heavy lifting for declaring what "Score" is (e.g., higher levels, more money/treasure) and what "Achievement" means (surviving a long time, building up a power base, having the clout to send
others to do your dirty work, etc.) I think your notion of Calvinball is actually spot on, and reveals exactly why "player-driven gamism" is extremely rare. Calvinball
is supposed to be a game you can "win" at in some sense, but it is
not supposed to be something that has clean, clear, pre-defined goals, strategies, or even general behaviors. Probably the closest games I can think of to this sort of thing are Nomic and Mao, and the latter much moreso than the former. (Nomic can
become anything, so it can of course become this sort of thing, but I don't think it
starts that way.) Mao preserves the competitiveness of Calvinball, but technically lacks the open-endedness (as usually each "version"
has a fixed set of rules, you just aren't allowed to be
taught them other than by testing them and getting penalized for breaking them.)
So I guess it would be sort of a hybrid of Nomic and Mao, where rules may exist but they're changeable and may not be explicitly told; "Score" would thus be almost unrecognizable, as it would necessarily be idiosyncratic to each table or even each
session, and "Achievement" would arise as much, if not more, from creatively
inventing new rules as it would from creatively
applying rules that already exist. I imagine "Score" would in part arise from how much of the rules-space a person is personally responsible for creating or reshaping.
And, much like "Story Now" vs "Story Before," I can't imagine this being something wildly popular amongst the gaming public. If I may coin a possibly-foolish corollary, "Rules Now" vs "Rules Before" is almost always going to favor the latter, because a fair chunk of people derive joy from cleverly or proficiently using rules they already know about. Relatively few people derive a ton of joy from Calvinball-type experiences, which mostly leave people either bewildered or frustrated; it's extremely difficult to not just think seven moves ahead, but to think seven
games ahead, because each move changes what moves are
allowed to be made, not just which moves are
currently available to be made.