No, the mechanics do not control the narrative.
Now, the thing is, mechanics are dumb. They don't know if they are trying to control the narrative or not. So it is the responsibility of the DM to keep the mechanics in line.
To me, part of that is limited and considered use of random encounter tables. There are certainyl times when they apply and they certaintly add value in giving the narrative an organic feel.
But if they are designed with "what should be in the ogre's" lair in mind, not "what EL fitting encounters should be in an ogre's lair". If I were forcing "good fights" as defined by the game system, then you would have a point. I don't do that.
If it turns out that the party going after the CR10 Ogre Lord happens upon an EL16 group of visiting stone giants, then they will need to escape the situation, be it through diplomacy, magic, rapidly placing one foot in front of the other, whatever. If they encounter a group of giant rats, then it may simply be a purely narrative, mood-setting encounter.
Now, to be clear, I do not use random encounter tables on a highly recurring basis, and these types of encounters (in particular the very high danger encounters) are not high probability on them. So this conversation has turned very hypothetical. But the point is, the mechanics will not control the narrative.
Now clearly, just rolling on a table is a mechanic and if I roll rats the narrative which follows will be decidedly different than if I roll stone giants. So one could argue that is mechanics controlling narrative. But I think anyone who understands the point will see how that is not a meaningful conclusion. Every item on the list has been validated against the narrative first. The narrative is the foundation.
So, you actually would put CR 16 and CR 1/2 encounters on a random encounter table in a EL 10 adventure?
Again, I'm failing to see a huge difference here.
Any randomly determined event in D&D is always controlled by the mechanics. Full stop. Whether it's how far your character can jump, what pieces of history you know, how well you swing your sword or any other mechanically determined even, it is always, always, the mechanics that determine the narrative.
Otherwise you have a situation where you either ignore the mechanics and simply dictate the results, or you have to retcon the narrative to fit the mechanics.
So how are SC's any different?
Pawsplay - I stated that you cannot OPEN a lock without tools. You stated that you could. You were wrong. Thank you for admitting you were wrong.
- I stated that you cannot play a diplomatic fighter in 3e. That's pretty much true. It takes a pretty far out reading of the game to decide that a 1 in 4 chance of succeeding with someone who actually wasn't hostile to begin with as a "successful diplomat". But, hey, I'm just building strawmen over here.
Raven Crowking said:
So the only question is, are you so stuck in that viewpoint that you are unable to see people outside of it? I can see you standing in there. Hi! Can you see me standing out here?
Well, from my point of view, I see a bunch of people staking flags on very shifty ground, so, I don't think you are actually outside of my viewpoint. "No, it's totally different!" isn't really all that helpful without any actual examples of how its different.
If every single mechanically determined event in D&D is mechanics first, then how is adding in a SC so radically different? At no point in D&D can you narrate before you know the results of a mechanically determined event. So, adding in a framework where you have a mechanically determined method for resolving complicated events, a framework, by the way, that is not simply limited to 6/3, but to any number of successes/failures, where you can end the SC early BY THE RULES and where the chances of success are determined by the in game fiction.
Where's the problem?