The issue I have with this is I don’t really care about the narrative aspect of RPGs. There was a thread a while ago that asked you to rank game, character, and story; and my ranking was something like “game > character >>>>>> story”.Narrative improv is important in particular because thats the specific kind of Improv thats fundamental to RPGs, but my reference to other types was to illustrate that blocking is contextual. Whats blocking in a comedy skit isn't necessarily the same thing as blocking in a narrative experience or vice versa.
My game is structured around the PCs’ pursuing and completing goals (individual, group, and campaign). That’s how they receive EXP. One could argue that goals provide a scaffolding for the narrative structure, but goals are picked by the players, and there’s nothing that requires them to pick goals that result in a coherent story (beyond causality being a thing).
The game that comes to mind when I think of PvP is Dogs in the Vineyard. In that game, conflicts are structured around a series of raises. As the conflict goes on, the stakes get higher. Eventually, they end in violence unless one of the parties withdraws. That’s also the only way to opt out. If you don’t want to be party to a conflict, you withdraw.The big thing about it always goes back to consent. If you're engaging in PVP you have to accept the possibility of fully losing, and embrace all that entails. I didn't end up going into it in my last post, but it was on my mind to point out that over in video game land, improv actually has some influence still, particularly when it comes to multiplayer games.
To not get too in the weeds of exploring that, I'll just note that, related to the question of PVP, there's a reason the idea of the angry competitive gamer became a thing, and its not strictly because of immaturity or sportsmanship, though those are certainly big factors.
Its that a lot of those people aren't actually consenting to the idea that they could lose.
As a player, I don’t like having content authority beyond what my character knows or is about, so my game reflects that. If the players want to alter the game world, they have to go out and do stuff to it as their characters (e.g., the players in my game’s campaign are building up their settlement and are working on controlling the area around it).Oh they are, for sure. The idea behind what I call Interpretative Difficulty is that the cost of rolling low is Time, not failure, and that failure itself is generated through a separate mechanic that opens the possibility space to much more than just hard failure, but also supports its own opposite for rewarding especially high rolls.
In otherwords, the whole thing revolves around a greatly iterated upon Tension Pool, where the Pool can generate not just Complications, but Encounters and Boons, which if one remembers, also forms the basis of my Living World system and is how Time is tracked.
Meanwhile, the question of GM discretion is pretty core to why I've been talking about Game Tone, and having to adhere to Yes,And as the GM. The only reason the GM should be outright denying is in the egregious disregard of the groups chosen tone, but even then theres flexibility there.
I've talked before about my Events system for travel/exploration, where players receive prompts that they're free to interpret however, and inclined players could use them to substantially alter the gameworld, such as conjuring a huge pile of gold into a forest.
The GM in such cases has a lot of ways to handle something like that, it just depends on the context. If the player is just being a cynical dweeb who isn't respecting the spirit of the game, blocking is probably necessary to maintain the game tone, and this becomes a matter of addressing bad player behavior.
But, it might not be like that. The player might be earnestly interpreting their Event, and the game tone might not restrict such nonsensical things just happening, and this conjured pile of gold can be approached in a lot of fun ways through how the Events system is resolved. The GM could straight up say the gold has disappeared when the players go to investigate, but the ground clearly shows a huge indent where it sat. They could also say the gold morphs and shifts into a huge Mimic or a sleeping Dragon. The gold could carry a terrible curse. The gold might just be straight up fake and it was dumped in the forest.
If other players have Events, they could be combined. The gold may well be real, but when the party returns they stumble on the small but elite military outfit another player saw running through the forest loading it up, because their job was to recover it. Thats when they realize the bandits a third player overheard are hanging from the trees by the neck.
And so on. The idea behind Events is that the group is collaborating on the things they experience as they travel or explore, and the GM is explicitly a participant in that collaboration (as they are in all aspects of the game). Its everyones responsibility to maintain their Game Tone, so especially egregious abuses shouldn't be happening to begin with, but edge cases can be embraced, and the momentum of play can continue.
Those examples all open up to a variety of new adventures or events, which is the precise point of the system.
However, I know it’s popular though to prompt players for stuff like that, so that’s cool if you can make it work in your game. It’s just not something I personally like. I remember playing a game at Origins where the DM asked me to describe how the monster I killed died, and my mind blanked.