D&D General Supposing D&D is gamist, what does that mean?

THE AGENDA

DUNDUNDUN

What exactly is

THE AGENDA

DUNDUNDUN

Overgeeked?

Related, guess where Fail Forward is in Burning Wheel, Mouse Guard, and Torchbearer (and 4e)?

GM Section.

Where is “Don’t play the story…there is no story…play the towns” (4e has an iteration of this), “say yes or roll the dice” (4e has an iteration of this), “at every play drive play toward conflict” (4e has an iteration of this) in Dogs in the Vineyard?

GM Section.

Where is “play to find out what happens” in Apocalypse World?

GM Section.

Conflict/threat rules for pretty much all the games above?

GM Section.




I’ve never understood this assumed opt-in/opt-out paradigm based on where rules text is. So if something is in the PHB or players’ section of a book it’s this giant ownership/authority issue that desperately vexes GMs because MINE (like how OMG GET OUT THE TORCHES SND PITCHFORKS subversive 4e was when it put Magic Items in the PHB rather than DMG).

So Magic Item Wishlists was this giant subversive piece of player entitlement (a D&D iteration of indie tech kindred to player authored kicker) because it was in the PHB. But actual player-authored kickers in the form of player-authored quests are a big nothingburger because they’re in the DMG?

What sort of vile sorcery is this?

Can I roll to disbelieve?
I agree with that. The DMG is game text, just as the PHB is. But still, magic item wishlists... can you draw the line to player authorship for me there? Isn't it still up to the DM (as implied) to author the if, where, and when?
 

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Maybe at your tables. Not at mine. Players frequently wanted to do things beyond the next railroad or linear adventure. Forge weapons of power, raise armies, build castles, etc. That’s all player defined quests. And the notion that players couldn’t do that before it was codified in 4E is ridiculous.
Nobody is saying that. What we're saying is that D&D, until 4e talked about quests, never ever provided even the slightest support or help with that. I mean, it WAS acknowledged as a thing that happens, but GMs were simply left totally to their own devices on questions about how, when, why, etc. Beyond that, sometimes D&D actually took a stance AGAINST it. 2e is infamous for this! "Oh, you want to make a magic item!? HAHAHAHAHAHAHAHAHA, go harvest the dying breath of a star, sucker. Oh, and what does that mean? Good luck figuring that out!" I mean, you COULD interpret it to mean "give interesting plot hooks" but the whole thing was almost universally interpreted by GMs to mean "make it so hard that the players will be discouraged from doing this, because you know those sneaky players are just trying to get some vorpal weapons!"
The word expect is throwing your argument off. Even in the much over-hyped 4E version of player-authored quests, the DM is still the final arbiter. The player cannot expect anything. They can make a request. That is all. And that’s assuming the DM tells the player that’s a thing. Again, the line is tucked away in the DMG…not the PHB.
No, it is in both books, go back and read the post again! Nor is it really all that much under GM power. 4e states REPEATEDLY that a principle of the game is that the GM needs to 'say yes'. Sure, if you get some bad behavior kind of play where the player decides that building a nuclear device is a great quest, well that isn't going to fly, is it? AFAICT the GM's 'authority' is pretty much limited to that sort of consideration. Issues obviously come up in terms of who gets spotlight time, did the other player's agendas get addressed too, is it practical to go in this direction. Those are things that hardly need to be noted, tables have to decide on that sort of thing and it certainly limits any given player in ALL types of game.
Not really, no. The setup to a story is not itself a story. There’s a room full of orcs…isn’t a story. It’s a situation. Only when the characters interact with it does a story happen.

No, you don’t. The plot is the sequence of actions or events that happens over the course of the story. The characters haven’t interacted with the setting…so there’s no actions, no plot, no story...until they interact with it.

Yes, setting, character, and plot make up a story. The characters are the PCs in this case. The setting is the setting of the game. The plot is the hows and whys of the characters interacting with the setting. So until they do interact…there’s no action or events…no plot…no story. There’s backstory. There’s history. But there’s no story of the characters exploring this setting. Not yet.

Yes, you have the potential energy to tell a story. It’s only through play that you turn the potential energy into kinetic energy. Through play you turn the situation into a story.

Plot is what the characters do as they interact with the setting. The players literally define the plot by making declarations of what their characters do. Is this a heist plot a romance plot or a comedy plot? I don’t know until the players start having their characters do things.

My sandboxes are completely constructible and destructible. The players and their characters are free and welcome to define, transform, reshape, and redefine the setting however they wish through their characters’ actions.
Right, but I think what @Hussar is trying to convey is that the TOPIC, the possible range of outcomes and what elements are going to be present in any story is already entirely defined by what the GM put into the sandbox. Yes, the actual outcomes of what happened when the PCs went to the orc lair is undefined, but that is going to be decided by dice and player expertise. Sure, it can go a couple ways, but its a story about fighting orcs. At best the players can go east instead of west and fight bugbears. Heck, they are unlikely to even know which direction leads to which outcome!
LOL. You mean beyond a half-dozen books filled with races, classes, subclasses, feats, and spells to choose from. I think you’re reacting to something other than me here.
And I think that D&D progressed a lot from 1e -> 2e -> 3.x -> 4e in terms of that being applicable to the story in a direct way. With 4e it kind of reached a pinnacle. Everything had keywords, it was very easy to combine character elements from any source through a uniform power system, a very solid system of character advancement that was heavily invested in the story of the character (theme, Paragon Path, Epic Destiny, plus heavy feat-based customization). 5e sadly backed off on 4e's explicit description of all of this as story and setting input (although I do think 5e fixed some issues with how 4e's material was structured and presented).
Lots of words used in this thread are wildly divergent from any recognizable common definition. See: jargon.
I don't think there are 'recognizable common definitions' for most of this, frankly. I think there was a lot of people talking past each other, and then someone said "here's how I am defining things so you understand me." Nobody is being obfuscatory, if we simply use undefined words and hope that everyone understands, it fails to happen. D&D has terminology, hit point, monster, PC, DM, save, attack roll, armor class, etc. Without those commonly understood definitions it would be unplayable. Just ask some newbie that comes to a table and can't make heads or tails of what's going on for the first 2 weeks.
Note how you would refer to a story that’s not over. It’s incomplete, in progress, unfinished, etc. Without these modifiers a story is something that’s happened. It’s been told. Past tense. Finished.
Well, the story STARTS to be told, IMHO, when someone sits down and says "OK, there's a wilderness here, and a town there, and an orc lair in a hill over here..." No, it isn't finished until its played out, but it didn't START at the instant the players were told "OK, you're all in the tavern..."
According to you. But you’re wrong. That’s not happening. I do not control the player characters, the players do. I do not control the plot, which is the sequence of actions and events that are the interaction of the PCs and the setting. I control only the setting.
That's not ENTIRELY true. If you tell me my character is in an east/west passage, I may have a choice, but A) is it meaningful? (only if you tell me what the significance of the directions is) and B) its only a very limited choice, what the plot is ABOUT was defined by the GM, entirely. Now, in certain situations you may take player input into things, like they suggest they want to make an item and you figure out what the outcome of that is.
 

I certainly would not describe Critical Role as a game where players created characters with strong goals and doggedly pursued them. Nor would I describe Critical Role as a game where the GM first looked to those character goals and built scenarios around them. Occasional backstory weaving is far from what I'm talking about or what I described.
 

All of core is valid game text. Any other view runs into all kinds of problems.
True, but the reality is that the DMG for any edition is full of information that many people don't read, especially people who only play. If you want something in your game to be important to players, you should put it in the PHB.
 

Its not enough to qualify as a Story Now/Narrativist game to not have a pre-written adventure path. Notice above how I cited just how consequential player-authored quests (and item wishlists and Theme and Paragon Path and Epic Destiny) are in 4e. That is because this allows players to declare dramatic needs which in turn sites the premise of conflict for subsequent play. Players choose what their protagonism is about, not the GM. The GM's job is to then react to that by framing scenes laden with opposition to their evinced dramatic needs.

It is necessary but not sufficient to have open-ended situations where player input + principally/procedurally constrained antagonism/opposition by GM + system's say drives the action and dictates the outcome. If the GM is choosing the nature of the player's protagonism by creating a matrix of setting + situation (even if it yields a diverse menu), the nexus of which isn't player-evinced dramatic needs/premise, then its not Story Now play.

It may be some form of High Concept Sim Sandbox where the GM is pitching a premise/source of protagonism and the players play out and explore the experiential nature of that GM-sited, genre-emulating protagonism. But its not Story Now/Narrativism.

It may be a Process Sim Sandbox (specifically themed or theme-neutral or theme-whole-kitchen-sink) where the players tour and explore and defeat the setting and situation and challenge material the GM has conceived through guts, grit, and guile and internal causality based inferences. But its not Story Now/Narrativism.

In order for play to be Story Now/Narrativism, you need both:

* Open-ended situations where player input + principally/procedurally constrained antagonism/opposition by GM + system's say drives the action and dictates the outcome. This infuses play with the necessary "play to find out" quality.

* Players choosing the nature of their protagonism and dictating to the GM the content that is to follow from that (not the inverse). Or, you might have something like My Life With Master where the players create their antagonism (building The Master) and, by-proxy, create their protagonism-by-opposition. This infuses play with the necessary "the nexus of play is player-evinced dramatic need/premise quality."
I do think there IS light between general Narrativism and Story Now. That is, the setting for instance could be highly defined, and thus probably by extension the genre could be very specific. You can still play a Narrative type of game, it just has to focus on character motives and dramatic needs, and there has to be a range of ways that the players can evoke types of conflict that address those. I think the key is that Narrative games FOCUS ON NARRATIVE (yes, duh!). It could be that the players only get to decide which elements those are at the very start of the game. I think what we would find is that more 'open ended' games are much more likely to be longer running and more broad in what they can handle. In a lot of cases more limited games will have a limited run time, and may not be infinitely replayable.
 

To be fair, wouldn't you think the idea of player-authored quests would be best presented in the book intended to be read by players? How would they even know about it otherwise?

That’s a good question! But I think it’s most useful to examine it in another light.

Where would the players have any idea about who gets to author quests?

Does the PHB say “the GM will craft a story and you’re to follow along and contribute only by making decisions for your character”?

Why is the default expectation that the GM has all authorial power, except the bit that’s granted to the players at character generation (which is still subject to GM approval, of course)?

Why do players need explicit permission to come up with their own quests, but not explicit instruction to just play a part in the GM’s story?

I would think any game, whichever way it went on the matter, would instruct the participants how it should work via the rules and the processes of play.
 
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No, it is in both books, go back and read the post again! Nor is it really all that much under GM power.
From 4E PHB1, p258.

"You can also, with your DM’s approval, create a quest for your character."

So...explicitly under the DM’s control.

"The Dungeon Master’s Guide includes guidelines for your DM about creating quests, evaluating player-created quests, and assigning rewards for completing quests."

I guess everyone just skips over the "with your DM’s approval" and "evaluating" bits of those lines...for reasons. If you have to explicitly ignore what the book actually says so that you can talk about what you think the book says...there's a problem with your argument.

From 4E DMG, p103.

"Player-Designed Quests. You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!"

"Should" is not the same word as "must". I guess it's convenient to make those synonyms...for reasons. "As often as possible" is pure DM interpretation. Pure DM fiat.

At no point does this edition tell players they can simply invent whatever quests they want and the DM must follow along. It's literally not there. If you see it there, that's you putting it there.
 

I’ve never understood this assumed opt-in/opt-out paradigm based on where rules text is. So if something is in the PHB or players’ section of a book it’s this giant ownership/authority issue that desperately vexes GMs because MINE (like how OMG GET OUT THE TORCHES SND PITCHFORKS subversive 4e was when it put Magic Items in the PHB rather than DMG).

So Magic Item Wishlists was this giant subversive piece of player entitlement (a D&D iteration of indie tech kindred to player authored kicker) because it was in the PHB. But actual player-authored kickers in the form of player-authored quests are a big nothingburger because they’re in the DMG?

What sort of vile sorcery is this?

Can I roll to disbelieve?

I think the issue is that people really fixed on this consider things that occur in a PHB things players will expect, while things in the DMG are viewed as more GM-judgment areas. I think at the very least this is a view more GMs are going to have than players, though.
 

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