The Player vs DM attitude

Yeah, I'm wondering about that too. It's not like the rules are being abused. I don't even agree with the idea that the encounter building guidelines are being abused if you stack the deck with an encounter that pretty much can't be won (after all the guidelines actually include extremely difficult encounters as a low-frequency possibility). So I'm wondering about the 'abuse' here too.
Say-what?!

Strike-to-subdue to try to capture a party as slaves (or to otherwise set up a scenario outside the comfort zone) is nasty and immoral???

Guess I'd better use strike-to-kill then...see how they like that. :)

There's nothing - repeat, nothing - wrong with at least trying to set up a scenario; be it a capture-and-escape, capture-and-transport, capture-enspell-release, whatever - where if successful the intent is to rip the party off its current course and plunge them into something new where the overall goal changes from whatever it was before to one of simply getting back on track.
I was the one who used the phrase "abuse of encounter-building guidelines".

In a game like traditional AD&D, there are no encounter building guidelines of the very tight sort found in 3E or (moreso) 4e or HeroQuest. I still think there are loose guidelines - a lot of AD&D players would regard it as abusive to put a beholder in the first room on the first level of a dungeon - but the GM otherwise is given a lot of flexibility and it is part of the players' job to use scouting, detect spells, gathering of rumours in town, etc to work out which encounters are doable for them and which not.

I think it's pretty clear that this is not the sort of play that 4e envisages as its paradigm. I'm not saying 4e couldn't do it, although you'd have to houserule back in a lot of the necessary divination spells. But the 4e DMG says (pretty explicitly) to the GM: if you build encounters within this sort of range of levels, using this sort of approach, you'll get an awesome fantasy game of heroic adventuring - otherwise, you're on your own. Now obviously 4e is not everyone's idea of awesome, and maybe some people would get an awesome game out of 4e only by ignoring its encounter building guidelines, but as far as the rulebooks are concerned it promises to support only a fairly specific approach to encounter design.

It's this sort of fairly tight connection between encounter building and the game delivering what it promises to that I've got in mind when I talk about "abusing the encounter building guidelines". (I think 3E has tighter guidelines that AD&D, but I suspect they're not as tightly integrated into the overall gameplay as they are in 4e - I don't have enough exprience with 3E to express a definite view about this.)

As for Lanefan's example of the slavers striking to subdue - I wasn't arcing up at the striking to subdue, I was arcing up at the too-powerful but not easily detectable as such encounter where they strike to subdue. It was the "gotcha" element of the suggestion that I personally didn't like. "Gotcha" is a fairly big part of AD&D play, but I'm not sure it works as well in other systems where the goals and expectations of play are different.

For my players, I think "gotcha" play, or successive GM attempts to derail the party of its current course, would be a lot more objectionable than frank metagame discussions about what elements we want to figure in the game. But then, my players dont' want to play AD&D. If they did, we'd ditch the metagame stuff and bring on the ingame "gotchas" and derailments.
 

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What I like about Edwards's Forge essays is that they articulate, in a coherent and analytically fruitful way, many aspects of my own experience as an RPGer.
pemerton, you are one of the most articulate posters on these boards, but when you say something like this, you immediately and irrevocably lose me.

Mr Edwards is a pseudo-scientist to me, the functional equivalent of a flat-earther or a Bigfoot-believer. I think that the premises upon which his so-called conclusions are based, his claims of widespread disfunction among gamers, are laughably specious, and for me arguments built on Mr Edwards' foundation are inherently flawed.
 

pemerton: I feel like you keep bundling together things which are different under the same term, and separating things which are similar.

"I'm not sure I want to play in his games, but the AD&D 2nd ed "solution" for getting more dramatic play is a nonsense one."

You say that as if it was the only way to achieve dramatic play in 2nd edition, and as if the goal in a sterotypical 2nd edition module was achieving dramatic play. The purpose of vitiating player choice wasn't so much to achieve dramatic play, but to achieve a consistant story so that any group who played the module would start at point A and end at point B. I would go even further and say that the writer's weren't just trying to communicate a way to make group A and group B's experience of play the same, but that they were trying to communicate there own experiences and own imagined scenes directly to other groups. They weren't merely trying to create dramatic play, they were trying to create a a particular dramatic experience.

In other words, they were trying to create the experience of being within not just a fantasy novel but a particular fantasy novel.

I think there is a huge difference between scene framing with metagame cooperation or at least mutual understanding between GM and players, and the use of force to override the action resolution mechanics.

No, I don't think that there is. The only difference between the two is how explicitly the DM is making clear his goals, and even that doesn't need to differ between the two. If we can imagine ourselves at the table when first games of Dragon Lance are being played by the original players for the purpose of creating a publishable product, it's easy to see that there is mutual understanding between the GM and players that all the force and overriding of the normal action resolution mechanics is being used in order to frame specific scenes that are desired parts of the story. You are absolutely doing the same thing. The only difference is that you aren't pretending, as some DMs running a published story module from the period might have, that you aren't doing that. Everything else is the same, even the bouncing back and forth between the use of GM force to achieve a particular desired scene and the reliance between the games normal action resolution mechanics.

The latter almost by definition vitiates player choices by undermining the mechanical framework within which those choices are made.

And so does the former, the only difference being you've implicitly or explicitly asked permission to do so. You apparantly play with a group that gives you the expressed permission to vitiate their choices because they enjoy your stories, or they trust that once they pass through your chokepoint that the gamespace will be reasonably broad, or they just don't have any other choice but to do so. What ever reason, you seem to have a group happily rides the rails and you've got long experience with presumably eager participationism.

The other main aspect of player freedom, besides thematic choices, is meaningful deployment of the action resolution mechanics. This is where I think system matters - to go back to your example of bottles on door handles...

Wait a minute... what in the world does bottles on door handles have to do with system? Assuming that we are playing in a world where there are door handles and bottles or some equivalent (strings and pots and pans, whatever), exactly what system do you play where the option to set up a simple mechanical alarm like this is unavailable to the players due to the 'action/resolution mechanics'? That has nothing to do with system, unless you are playing in a game where everything that isn't explicitly described by the system is an invalid proposition.

And I think in a sense that is actually what you are playing, because your metagame negotiation is apparantly bouncing your group around any of these decision points. You are effectively saying that certain ways of playing aren't things you can choose to do, and hense that certain actions aren't possible. You're like a director yelling 'Cut!' when the actor starts to go off script, and saying, "Ok, that's a wrap. Now, are we all ready to move to scene #3. In this scene, you've woke up in the dungeon of the Baron. Roll camera." Maybe you aren't a heavy handed director who is seeking input from his actors, but that still seems to be what you are describing.

If a game has those sorts of mechanics, it is harder for the GM to frame scenes without being unfair to the player, by vitiating their action-resolution-mechanical choices.

It's not mechanics. It's player choice. It's extra-mechanical. It's just offering up choices that direct interactions with the gamespace, rather than with the game mechanics. I used to play eight hour sessions of 1e AD&D where not a single dice was rolled. It was very much AD&D, but much of what was being done was play that wasn't governed by system just as a bottle balanced on a door handle will fall off when the door is opened regardless of what system we are playing. And I think you are going to want to say that we weren't playing AD&D, but alot of this freeform creativity was learned playing traditional AD&D tournament modules like 'Tomb of Horrors' and 'Hidden Shrine of Tamoachan' where you are strongly rewarded for relying on extramechanical solutions rather than luck of the dice. That and well, role playing, which isn't strongly system governed in AD&D. Or you might suggest that I'm discarding system, but in fact I'm just playing out in the broad spaces where every system is silent. You only need system when resolution isn't obvious from context and could go several ways. No system has a rule 'Walls are solid.' They only have rules pointing to the exceptions where walls don't have to be treated as solid!

I don't think playing 4e would change any of that experience. The gameplay surrounding famous events in my gaming history like, "The Battle of Starmantle", would have been largely system independent. The dramatic tension between nationalism and loyalty, and a commitment to a higher ethical standard would have been the same. The dramatic tension of knowing you are allying yourself with traitors who are motivated by self-interest, in hopes of acheiving some higher good would have been the same. Questioning whether the ends justify the means still always involves dramatic tension. These are timeless story questions and what in the world does system have to do with any of that? And for that matter, why would I need (or even want) system support for that and what in the world would it look like?

I just find you baffling.

I also think (I'm not 100% sure) that it's an implication of your position that Forge-style narrativist play isn't possible using traditional RPGs. I don't agree with that. Neither does the Forge.

I don't either. I'm not exactly sure where you get that from I why you think it matters. But, just so you'll know how far off the mark you are when you say something like that...

I reject Forge GNS theory in one of its most basic tenents - that a system cannot satisfy all three stances at the same time. I believe that it's quite possible to balance all three stances in a single game, and further that part of the 'inexplicable' success of D&D is that it actually does a pretty good job of doing so. You can have a player prefers Nar, one that likes a Sim sandbox, and another who is a hard core Gamer at the same table and if you ask them, they'll each say that the game that they are playing is the what they like the most. The Nar player is getting his big dramatic story with big premises like 'Are the Gods worthy of worship?' or 'What do you do when you love your country but you feel it is in the wrong?' in a relatively low lethality game that supports continuity while engaging in the sort of system independent low drama that any system can support. The Sim player is getting this big sandbox living world filled with all sorts of esoteric detail, and the Gamer gets to participate in manage and direct these tense tactical combats and over come puzzles in a game that supports the sort of player/GM contests he enjoys. Win win win.

To a certain extent then, I reject the notion of describing play as 'nar', 'sim', or 'gamist'. It is to me often all three at once and any attempt to describe it as one or the other involves tortured arbitrary distinctions and obfuscation that become absolutely unnecessary when you just dispense with the notion that games neatly divide into categories (or else are 'incoherent', which is just a semi-polite way of saying badwrongfun). And so the whole question of whether something is a nar game or not, or whether this system supports a particular style of play or not, just seems like so much BS to me. It also follows that I tend to think many Indie games are exagerrated in one aspect to the point of grotesqueness in a futile attempt to make a 'pure' game according to a bizarre theory. They strike me as striving to be shallow one note games that are good at only one thing and which satisfy only a narrow range of players. They are interesting to me mainly as creative design excercises. For that matter, I see 4e in much the same way - futilely attempting to be a pure focused system when that's the opposite of what makes a game satisfying.
 

In a game like traditional AD&D, there are no encounter building guidelines of the very tight sort found in 3E or (moreso) 4e or HeroQuest. I still think there are loose guidelines - a lot of AD&D players would regard it as abusive to put a beholder in the first room on the first level of a dungeon - but the GM otherwise is given a lot of flexibility and it is part of the players' job to use scouting, detect spells, gathering of rumours in town, etc to work out which encounters are doable for them and which not.

[...]

It's this sort of fairly tight connection between encounter building and the game delivering what it promises to that I've got in mind when I talk about "abusing the encounter building guidelines". (I think 3E has tighter guidelines that AD&D, but I suspect they're not as tightly integrated into the overall gameplay as they are in 4e - I don't have enough exprience with 3E to express a definite view about this.)
Ah, now I finally see what you're on about...to wit, something that to me mostly doesn't exist.

Sure, you don't put a beholder in the first room of a low-level dungeon...or maybe you do; and woe betide the fools who attack rather than talk.

I don't give a flying rat's whatever about what 3e or 4e do, though from my 3e experience I think you're giving it more credit/blame than it deserves; you could stick anything you liked up against the party in 3e as well, and as long as they weren't necessarily expected to kill it you could manufacture a perfectly decent encounter out of it. That said, however...
As for Lanefan's example of the slavers striking to subdue - I wasn't arcing up at the striking to subdue, I was arcing up at the too-powerful but not easily detectable as such encounter where they strike to subdue. It was the "gotcha" element of the suggestion that I personally didn't like. "Gotcha" is a fairly big part of AD&D play, but I'm not sure it works as well in other systems where the goals and expectations of play are different.
If you are looking for a game where there's no nasty surprises then more power to ya, but you'll not find it here. "Gotcha", as you call it, can work just fine in any system; though the system may force changes in how it can be done. The bigger challenge is one of player system knowledge creating goals and expectations that are at odds with those that a given DM may be quite rightfully trying to set.
For my players, I think "gotcha" play, or successive GM attempts to derail the party of its current course, would be a lot more objectionable than frank metagame discussions about what elements we want to figure in the game. But then, my players dont' want to play AD&D. If they did, we'd ditch the metagame stuff and bring on the ingame "gotchas" and derailments.
Yep, we're pretty different in our outlooks here. To me, the metagame discussion would only come after I'd already decided to abandon whatever it was that would cause said discussion. Otherwise, it's like telling someone what they're getting for their birthday and then asking them to act surprised anyway - it pointlessly rips the fun out of it for both sides.

About the nearest I ever get to such things is when there's a split in the possible story arc; I might say something like "OK, I've got a series of desert adventures lined up, and a series of northern viking adventures; I'll run either, which do you want to play?" But I will *never* say "You're supposed to get captured into slavery here for story reasons, please roll with it" as that just ruins the surprise.

Lan-"happy birthday!"-efan
 

Lanefan, in my most recent campaign I told each player, prior to PC generation, that their PC must have at least one reason to be happy to fight goblins, and must have at least one enduring loyalty/commitment in his/her background. I'm curious - would that be too metagamey for you - too much like spoiling the birthday present?
 

pemerton, you are one of the most articulate posters on these boards
It's very kind of you to say so.

but when you say something like this, you immediately and irrevocably lose me.

Mr Edwards is a pseudo-scientist to me, the functional equivalent of a flat-earther or a Bigfoot-believer. I think that the premises upon which his so-called conclusions are based, his claims of widespread disfunction among gamers, are laughably specious, and for me arguments built on Mr Edwards' foundation are inherently flawed.
I don't see Edwards as offering arguments so much as analysis. The method strikes me as similar to Weberian historical sociology - from an overview of a wide range of cases, certain ideal types and relationships between them are posited. It's not about an argument, or a scientific theory. Rather, it's an interpretive analysis of the RPG experience. The payoff is meant to be a better grasp of what factors in a situation interacted to produce the current state of affairs that puzzled or intrigued us. (Obviusly Edwards' analytical goals are a bit more prosaic then Weber's! - understanding RPGs rather than the nature and origins of industrial modernity.)

I don't have a view on whether there is widespread dysfunction among gamers. From my own experience, I think there is - or at least was, back when AD&D ruled - some dysfunction among some gamers, and that for various reasons AD&D figured prominently in this - the main reason for it being concentrated in AD&D would be that players experiencing dysfunction were likely to move away from AD&D to other games in an attempt to resolve the dysfunction.

To make it crystal clear - I'm not just judging the games of others here. I'm also talking about games that I played in. Whereas Edwards is interested mostly in RPG publishing and what makes RPGs an appealing passtime for various sorts of actual and potential players, my interest in his ideas is a lot more personal - his essays gave me the tools for understanding what was and wasn't working in the games I played, and what aspects of the mechanics undermined or supported the play experience I am looking for. It also helped me make sense of stuff that I'd read and thought hard about in Dragon back in the 80s (the last time I read Dragon on any regular basis) and of debates about class, alignment, hit points etc on usenet 10 or so years ago. Like Weber, not everything that Edwards says is true. But like Weber, his analytical categories and the relationships between them help me to make sense of things. The payoff, for me at least, is real.

If I had to summarise what the essays made clear to me, I would say: the logic of purist-for-system gaming (I'm a long time RM player), and the resemblance and difference between high concept and narrativist play, in terms of the role of the GM and of various sorts of mechanical techniques. If I had to reduce it to one word, I'd say that Edwards taught me to understand the significance of the metagame.

The concrete experience that confirmed, for me, that Edwards had useful ideas was posting on the ICE boards a few years ago. The discussion turned to character building (a big issue in HARP and RM), and what parts of the character have to be paid for using what sort of character building resource, and whether PCs and NPCs must be built according to the same mechanics. I suggested that giving an NPC additional character points for (eg) spells was no more objectionable in principle than making him a prince for free - which is very common, even though in HARP, at least, nobility is a status that costs points for starting PCs. I mentioned that in some games even equipment was something that costs points (it does in HARP also, but again only for starting PCs). These ideas were met with utter incredulity by the overwhelming majority of the posters there, who apparently simply could not fathom that a viable RPG might use a non-ultra-simulationist approach to character building and action resolution.

I'm not saying that the games of any of those posters are dysfunctional. But the twists and turns that RM players and GMs can get themselves into as they try to extract heroic fantasy play out of the austere RM action resolution and PC reward mechanics can make one wonder whether other approaches aren't at least worth thinking about. Whether default assumptions about what playing an RPG must involve can't be questioned a little. And I've found Edwards' writings very helpful in this task. (They also helped me survive the edition wars, by giving me a framework in which to make sense of the opinions of the various warring sides.)

In case it wasn't clear - this is not meant to be a defence of Edwards. If he cares, that's his job. It's just an explanation of why I take what he says seriously.
 

The purpose of vitiating player choice wasn't so much to achieve dramatic play, but to achieve a consistant story so that any group who played the module would start at point A and end at point B. I would go even further and say that the writer's weren't just trying to communicate a way to make group A and group B's experience of play the same, but that they were trying to communicate there own experiences and own imagined scenes directly to other groups. They weren't merely trying to create dramatic play, they were trying to create a a particular dramatic experience.
I think this is right. My own view is that the attempt is doomed to failure.

If we can imagine ourselves at the table when first games of Dragon Lance are being played by the original players for the purpose of creating a publishable product, it's easy to see that there is mutual understanding between the GM and players that all the force and overriding of the normal action resolution mechanics is being used in order to frame specific scenes that are desired parts of the story. You are absolutely doing the same thing. The only difference is that you aren't pretending, as some DMs running a published story module from the period might have, that you aren't doing that.

<snip>

You apparantly play with a group that gives you the expressed permission to vitiate their choices because they enjoy your stories, or they trust that once they pass through your chokepoint that the gamespace will be reasonably broad, or they just don't have any other choice but to do so. What ever reason, you seem to have a group happily rides the rails and you've got long experience with presumably eager participationism.
I think - I'm not sure - that you're misunderstanding the way my game is played.

It's hard to do comparisons about how railroady or scripted one's own game is compared to others when, as in my case, you've been playing in only a few groups with a lot of overlapping personnel for many years. My comparison points are the wider range of games I used to play in when I was still at uni and had time, plus games I read about on messageboards. This mightn't be much, but we all work with what we've got.

Based on those comparisons, I don't think my game is very railroady. I've never GMed an adventure path, and could never imagine doing so - my group wouldn't stand for it. I have bought modules like Expedition to the Demonweb Pits and to the Ruins of Greyhawk because I'm interested in particular elements of backstory, plus certain dramatic situations that I might extract from them, but could never run those modules remotely as written, because they assume that the players will make all and only those choices that are scripted by the writer. (I picked up Dead Gods second-hand because I'd heard many people sing its praises, but unlike the Expedition modules its a railroad with no backstory or situations that in my opinion are worth extracting from it.)

I've had PCs turn from alliances with the "goodies" to the "baddies" - the players thus redefining the campaign's default expectations for which is the good or evil side. I've had PCs choose to betray their lords, or become their most loyal subjects. I've had PCs serve heaven and betray it, as the players choose. I've had PCs addicted to spell-enhancing intoxicants, and had that addiction (a result of the player's attempt to substitute GP + streetwise skill for a lack of meditation skill in his character's build) shape a good chunk of the rest of the campaign.

A couple of sessions ago, the players decided that their PCs would negotiate with the duergar slave traders in H2 rather than fight them - the upshots being (i) that the PCs have to take a 300 gp ransom to a nearby city in a month's time in order to redeem the slaves, and (ii) that a good chunk of that module will not be useable for my group in its published form, given that it assumes an assault on the duergar fortress. This was initiated utterly by the players - I had assumed that they would fight - although (in accordance with a pretty traditional allocation of roles) I was the one who concocted and adjudicated the negotiation skill challenge on the fly.

None of this is meant to be "my non-railroad is less railroady than your non-railroad". It's just to try to indicate what sort of game I play, and why I dislike 2nd ed style railroads, and also why I dislike a range of mechanical systems that I associate with a certain sort of RPG play, like alignment, that try to dictate the answers to moral questions rather than let the players explore their own responses to moral issues.

Where does the scene-framing come in? It's about cutting to the thematic chase. How do I know what the themes are that my players are interested in? Well, sometimes they tell me, and sometimes it's obvious from the character sheet, and sometimes a little bit of both.

You are effectively saying that certain ways of playing aren't things you can choose to do, and hense that certain actions aren't possible. You're like a director yelling 'Cut!' when the actor starts to go off script
You're making assumptions here about how a "scene" or encounter resolves itself which aren't true in my game. Once a scene is in motion it plays out according to the action resolution mechanics. (In 4e, either combat or skill challenge.) Within the parameters of those mechanics, the players can do what they like (to give an example of parameters - I stick to the original rather than the errata-ed skill challenge rules, and require an action from every PC involved in the conflict before allowing a second action from any PC).

Wait a minute... what in the world does bottles on door handles have to do with system? Assuming that we are playing in a world where there are door handles and bottles or some equivalent (strings and pots and pans, whatever), exactly what system do you play where the option to set up a simple mechanical alarm like this is unavailable to the players due to the 'action/resolution mechanics'? That has nothing to do with system, unless you are playing in a game where everything that isn't explicitly described by the system is an invalid proposition.
It's more about (i) how it's mechanically resolved, and (ii) what the default expectations are for when that sort of thing is even on the table.

I'll start with (ii). As I read Worlds and Monsters (the second of the 4e preview books), part of the logic of "points of light" is to create spaces in the gameworld, which correlate to spaces in the actual experience of play, which default to "no encounters". If you're playing that sort of game, there simply won't be bottles on the door handle most of the time. The capture would then be a surprise move, intended to set up a new set of challenges for the players. If the tavern is already part of an existing encounter, or an existing encounter space, then it's a different state of affairs altogether - I agree completely that it would be wrong to cut straight to the capture, because an existing "scene" is still unfolding (unless the game mechanics permit the GM to end a scene in return for granting the players some sort of metagame token - I don't play this way, as it's a bit non-traditional for my group, but I think a game could be played this way pretty easily).

Turning to (i) - if part of what is involved in a Thievery or Stealth check to secure the room is that a bottle is placed on the door - and the best you can get from the elaborate description is a +2 to your check - then the bottle manoeuvre simply becomes part of the arbitration of the skill check. If that fails - or is part of a broader skill challenge failure - than capture might be one way of giving effect to that failure.

There are all sorts of ways of handling this situation other than the narrated freeform of AD&D. Rather than having nothing to do with system, I see it as depending crucially upon system.

And some of these systems make it pretty clear when an encounter, or a series of encounters, has ended, and thus when the scope for framing a new scene outside the strictures of "continous play" opens up.

I used to play eight hour sessions of 1e AD&D where not a single dice was rolled. It was very much AD&D, but much of what was being done was play that wasn't governed by system just as a bottle balanced on a door handle will fall off when the door is opened regardless of what system we are playing. And I think you are going to want to say that we weren't playing AD&D
No. What you describe strikes me as quintessential AD&D. I'd add to your list of modules "White Plume Mountain" at least, and probably "Ghost Tower" as well. For various reasons, though, I prefer not to play that way. That's part of why I moved from AD&D to Rolemaster many years ago.

I don't think playing 4e would change any of that experience.
GMing RM I used skill checks to change it quite a bit. And GMing 4e I use skill challenges to change it more. How big the change is is a bit hard to judge - as Hussar likes to say, I suspect that the difference you would notice at my table is probably less than what these long discussions, with their playing up of contrasts, suggests. But the differences would be there. Some simple example: in a game with thorougly implemented social skills, the best you can get for your rhetoric is +2 to the check. In a game with engineering skills as part of the character build, the best you can get for your detailed solutions to modules like White Plume Mountain is to explain what the PC who actually has the skill is trying to do as s/he makes a skill roll. From my own experience, I think it's at least a bit different from AD&D.

The dramatic tension between nationalism and loyalty, and a commitment to a higher ethical standard would have been the same. The dramatic tension of knowing you are allying yourself with traitors who are motivated by self-interest, in hopes of acheiving some higher good would have been the same. Questioning whether the ends justify the means still always involves dramatic tension. These are timeless story questions and what in the world does system have to do with any of that? And for that matter, why would I need (or even want) system support for that and what in the world would it look like?
I think these things are related to system as well, but in different ways that are typically more closely linked to character build than action resolution. For example, playing out a betrayal is hugely different for an AD&D compared to a 4e paladin - the former faces a loss of class, plus loss of level for alignment change. These things are also different in a game with a disadvantage system - a player who gets bonus points for Disadvantage: Blindly Loyal, and who then goes on to play out the traitor role, is in effect cheating. In either case it can relate to action resolution if the GM applies a "no you can't break your alignment" approach to resolving action declarations - something not unheard of in D&D play.

In more indie games these sorts of things tie more directly into action resolution - eg in The Riddle of Steel spiritual attributes give bonus dice to action resolution, and in HeroQuest relationships, which would include loyalties, can grant augments - but that's not normally the case in more traditional games.

I reject Forge GNS theory in one of its most basic tenents - that a system cannot satisfy all three stances at the same time. I believe that it's quite possible to balance all three stances in a single game

<snip>

To a certain extent then, I reject the notion of describing play as 'nar', 'sim', or 'gamist'.
The Forge doesn't deny that a given game can serve multiple agendas. T&T is a standard example for either gamism or narrativism, Marvel Super Heroes a less well known one, and Champions is an example of something that can be played either sim or narrativist. And I know that RM can be played narrativist as well as sim, because I've done so (although a little bit of "drift" - ie tweaking at the margins - is required - but that's par for the course for RM). Of the classic purist-for-system games RM is actually somewhat well-suited for narrativism (better than RQ, for example, and I suspect better than Traveller although I've less experience with the latter) because it has a highly metagameable character build system (good for letting players set the agenda of play) and highly metagameable action resolution systems (because fighers have to choose an OB/DB split every round, and magic-users have to choose what sort of failure chance to risk every time they cast a spell).

As to the balance of all three stances in a single group and a single play session - I'm inclined to say yes for nar and gamism, especially if the system is very crunchy in the traditional sense (like D&D or RM) - at least a certain sort of gamist emphasises the crunch, and it is in the course of resolving the crunch that the narrativist does his/her thing. I think integrating sim preferences is harder - purist for system bumps up against those parts of the game that support the narr/gam options (like hit points, powers etc), while high concept bumps up against the tendency of the other players to want to make the game their own. I'm not saying it couldn't be done, but I think there would be the potential for a bit more friction. But these are just my own generalisations from my own experience.

I tend to think many Indie games are exagerrated in one aspect to the point of grotesqueness in a futile attempt to make a 'pure' game according to a bizarre theory. They strike me as striving to be shallow one note games that are good at only one thing and which satisfy only a narrow range of players. They are interesting to me mainly as creative design excercises. For that matter, I see 4e in much the same way - futilely attempting to be a pure focused system when that's the opposite of what makes a game satisfying.
As I was reading this paragraph I wanted to ask whether you thought the same of 4e, but you answered for me in the last sentence! In contrast to your view, I see 4e as the only version of D&D I would have any interest in GMing, and probably in playing either - it brought me back to D&D as my principal game of choice after nearly 20 years away.
 
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@ the OP:

You need to consider running a series of encounters where locals offer the PCs a place to stay, where they are given something for free because someone admires their courage or something they have done, where someone has a mundane problem that they don't expect the PCs to fix (skunk under the porch is one I've used), etc. You need to show the PCs that most of the NPCs are decent people. And, were I you, I would have these be "nothing but good" scenarios for the most part -- once over, they are over, unless the PCs revisit the NPCs on purpose.

Then include a few encounters like the classic "Knight challenger on a bridge", where non-lethal combat is offered with a good opponent simply testing his skill at arms. You know, an encounter or two where it is clear that the NPCs are acting honourably, and are shocked if the PCs do not do the same.

Then have a minor villian desert his companions, and be willing to offer the PCs valuable information, because he has heard of them, and is impressed by them. Have him feel remorse, have him only now fully realize the scope of the master villian's evil, have him willing to go to prison, or the hangman, or work to redress his sins, as the PCs decide. And make them decide.

Then let some minor villians surrender, throwing themselves upon the PCs' mercy. Most of them mean it, but at least one will try to escape, to utter the famous line "Mercy is for fools!" with a sneer.

Your job is to make the players believe, by the time that this happens, that the guy who says "Mercy is for fools!" is mistaken. And to make them sorry for how mistaken he is, if you can manage it.



RC
 

Lanefan, in my most recent campaign I told each player, prior to PC generation, that their PC must have at least one reason to be happy to fight goblins, and must have at least one enduring loyalty/commitment in his/her background. I'm curious - would that be too metagamey for you - too much like spoiling the birthday present?
Not at all. Setting background before dropping the puck is fair game; you're telling them (or in this case asking them to come up with) what *has* happened, rather than what will. And there's still loads of choice...though the PCs might have a built-in reason to be happy fighting goblins they can still decline or work around said fight if-when it arises. And, for all I-as-player know you're throwing me a red herring anyway; you're asking about goblins knowing full-well that your first few planned adventures have nary a goblin in sight.

To me, this is hugely different than having a metagame conversation about what is going to happen in the game. "Have a reason to be happy fighting goblins" is vastly different from "You're about to be captured into slavery, go along with it" or "The shimmering wall is there for a reason, guys: you're supposed to go through it!"

Lan-"red herrings are your friend"-efan
 

OTOH, sometimes players don't latch onto the rich tapestry you so painstakingly weave for your campaign, regardless of how much you point it out.

I have to deal with one guy who is ADHD- great guy, lots of fun to game with- and the attention span of a decaying boson. When I ran my Supers 1912 campaign in M&M, he didn't realize until quite late that Mars, Venus & the Moon were all inhabited...despite several verbal & written mentions of this before the campaign started.
 

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