Balesir
Adventurer
I can't think of any variety of RPG (apart from a most extreme type of "railroad" in which the players have literally no freedom of action) in which the encounter could be ensured. A more serious objection, however, is that the "entire plot can only hinge on that encounter" only if the outcome of the encounter is fixed. That would be the very definition of "railroading" that [MENTION=42582]pemerton[/MENTION] is using, and I doubt anyone here would disagree with the label for an encounter with only one possible outcome, regardless what the PCs do.The situation where a PC encounters a powerful demon eating a corpse is entirely something that could happen in a game I run. It's just that, since I have no way to ensure that situation actually happens (without violating my role as neutral arbiter), the entire plot isn't going to hinge on that encounter.
There's another decision point with no "real world" (by which I mean "game world as if real", not - neccessarily - the real real world...) analogue. By deciding who are the "important NPCs" you are arbitrarily selecting subsets of what could happen to form what will happen. By doing this, the GM is quite literally "contriving the world".The vast majority of NPCs are not going to influence the story, one way or another, because the first thing that most people do in any situation is nothing, and one of the common traits shared by PCs (and important NPCs) is that they actually do stuff.
It has to be two-way, I think. Players can't protagonise their PCs unless the GM lets them; the GM can't create protagonist PCs unless the players play them as protagonists. That applies to all styles and agendas, IME.The DM should avoid protagonizing the PCs, because the players already do a good job of doing that.
OKYes, the difference is entirely in how the GM decides what will happen.
But this latter part is not unique to any style or agenda; it applies to all, surely? What happens feeling plausible and "making sense" (which I find is often a BS descriptor regardless, but nevertheless...) is just a given. Of course, what "makes sense" to different people differs - which can lead to some issues - and the range of what might be plausible is almost infinite (even though it excludes a great deal - and, yes, this is (mathematically) possible).It's an arbitrary choice only in that it is a binding decision by an arbiter, not in that the decision is made without logic or reason; the decision should make sense to anyone in that situation, and not feel random.
The problem is that this is (a) stochastic and (b) immeasurably wide in its possible expressions. There is vast scope, within what might happen in such a world, for both interesting and uninteresting possibilities. Picking only to play out the interesting possibilities seems to me to be (a) only sensible, (b) almost inevitable, if the game is to become or remain engaging at all, with at the least something of interest potentially engaging the characters, and (c) inevitably contrived, since even picking a relatively boring possibility is a selection from an infinite number of possibilities.The naturalistic GM decides that the events which happen will be the events that would otherwise occur if the world was a real place, conforming to known details of that world (not subject to narrative causality). Imagine what's going on in the world, on a typical day.
Ah, this is interesting. So the aim appears to be to use the players' availability heuristic to make it appear that everything here is "normal"? But one good reason that the real world feels as if "unlikely stuff happens" - apart from that it really does - is that the availability heuristic is an illusion. For example, far, far fewer radical students become political activists or charity CEOs than become office workers.An easy tip for making the world feel more realistic (less story-y) is to avoid all unlikely events. While it's certainly more realistic for some unlikely events to happen, unlikely events are also highly noticeable to players, and can make the world seem more contrived than it actually is.
Which comes back to picking which unlikely events will happen, again. "Most likely" is seldom something we have any data on, so heuristics kick in. And we end up with a contrived world that is based on our own set of heuristics. This can work OK (even though it is strictly an illusion) if all at the table share pretty much the same heuristic parameters. I, for one, however, would find many or most worlds modelled purely on heuristic "likelihood" both obvious and irritating. You might, of course, manage to stick purely to those heuristics that I both use and am unaware of using, but that would be either insanely lucky or infeasibly skilfulA more advanced technique would be to imagine the most likely complication to any event, and then roll a die to determine randomly if that complication shows up.

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