howandwhy99
Adventurer
I'm back. And skimming.SweeneyTodd said:One way to look at it is something that some games label the "Free and clear phase", which is that time that you're all sort of kibitzing over what might happen next but it's not decided yet. (That phase doesn't formally exist in a lot of game rules, but regardless, it happens, even if it's only during the action declaration phase or somesuch.)
Stuff during "free and clear" is explicitly *not* happening in the game world. It takes some kind of consensus to resolve that stuff down into "what happens".
For D&D, one example is "I chop the orc's head off", roll, hit, injured but not killed, DM describes the outcome. We didn't have to do any mental gymnastics to understand that the player is attempting to attack from what he said.
So what is it that locks down "what really happens"? Depends on the game, but usually it's the GM's decision. He says "The orc staggers and bleeds", okay, we can all picture that.
Well, in those dirty Let's Pretend RPGs, sometimes either it's not just the GM's decision, or the "free and clear" phase is a lot more open, but it's still the GM's decision what to include. It depends on the system.
(And to be honest, this kind of thing can happen informally in any game. Any time someone's listened to their players come up with theories as to what the Big Bad is up to and then thought, "Hey, I like that, I'm gonna steal it", they've done it. In that case the GM signing off on the input happened much later.)
My point is that even a game where the player can describe meeting someone on the road and introduce them as a new character is still using the same basic systems as a traditional RPG, just for different purposes and in different ways. Whether or not you're comfortable with the players having narrative power is a separate issue from whether or not it's possible to do so in an RPG.![]()
Thanks for the nice explanation, but I don't think the "free and clear phase" actually happens in D&D. That would require everyone stopping and deciding as a group what happens next out of character, out of the game world, out of game. That's kind of silly in my opinion. To add rules to such a situation, who gets to actually "be God" for the moment, decisively proves what is happening is not a roleplaying game.
You see, instead of the players competing to succeed as their characters you now have a group of players competing with one another like Gods up on Mt. Olympus. What the mortal actually do has no bearing on their own decisions. These mortals have no decisions, only Fate. The Gods above (the Players) decide what each will do and the only competitive or game element to all this is how well you can convince the others Gods to give you the "God Power".
That isn't roleplaying. That's just convincing your friends that your little G.I.Joe dude can do whatever god awesome coolness you want him to at the moment because "it would be so cool".
Is this fun play? Sure, kids do this all the time.
Is it challenging play? No. The only challenge is convincing your friends you're right or gaming whatever "who gets the God Power" allocation system you've tacked on.