The Crimson Binome
Hero
I think you have a pretty thorough understanding of my style, by now. Players are players and the GM is the GM. The players each play the role of one character. The GM plays all of the NPCs, and designs the world which the PCs explore. It is not the place of the players to author any of the backstory of the world, aside from the backgrounds of their own characters, which must be negotiated with the GM to make sure they fit into the world.To me, this reinforces that your conception of player agency is limited to making action declarations for their PCs in a world entirely authored by the GM - which means, therefore, choosing among the options that the GM has provided. Frequently in circumstances of such little knowledge as to outcomes and impact that the choice is, for practical purposes, random or nearly so.
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The second sentence is correct - that is the whole point.
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You haven't answered - what harm, or wrong, does the GM do if s/he lets player choices dictate the backstory of the mysterious stranger.
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Correct. That's what I call a player-driven game.
It is similar to a sandbox-style video game, which is entirely created by (often professional) game developers in some dark office building. The roles of player and developer are extremely well-segregated. The major difference between a video game and a TTRPG is that the AI for the game is replaced with the actual intelligence of the GM, who can try to account for any possibilities that the players might come up with.
If players get in and start tinkering with the code of a game, it loses a lot of the authenticity. You didn't play Fallout 2, but you played your own hacked version of Fallout 2. You didn't play through Your Friend Jim's Campaign Against the Iron Giants, because you played in your own hacked version of that campaign.
That seems weird to me. If your campaign setting has a history of being plagued by undead and demons, and not so much by giants or dragons, then it would make internal sense if that setting had more demon-slayers and undead-hunters than dragon-slayers and giant-killers.This is one way to look at it. It's not my preferred way. When my players metagame off my preferences (most notoriously, my preference for demons and undead as enemies), none of us at the table pretends that this models the PCs' knowledge of the gameworld!
They know that the right path is their ultimate goal of why they broke into this place, but they don't know what's down the left path. It could be a dragon, or it could be a dead end.I have lost track of your example. Do the players know that taking the left path will be a waste of time? Can they know, and if so, how?
Just as it is good role-playing for a player to imagine herself in the place of her character, and make decisions from that standpoint, so it is my place as DM to imagine what the Big Bad would do. If you have a lot of minions, then you're going to need an office to keep that stuff organized. It would be weird if that information didn't exist somewhere.And if the GM has written into the gameworld this waste of time, why? What is the point of writing in an option which, if the players do choose it, means that they will lose? The question is not rhetorical - you have not actually stated a reason why writing such a thing would be good GMing.
I don't know who wrote that module. As a general rule, I don't run modules and I don't like to play in them. I'm just saying, you seem to play in one style, and this official product seems to go against your style. If your style was common, or if the designers of that module had agreed with your style, then it wouldn't have been designed in this way.I don't understand this strong normative language, as if you somehow "are in touch" with how the game was "intended" to be. Intended by whom? Gary Gygax? You've already rejected him as an authority upthread, and in any event, to be blunt, I think I've got at least as good a handle as you do on how Gygaxian play works.