In-fiction obligations limit PC (and by extension player) freedom of choice in what gets done and are therefore, yes, a penalty.You're saying that these classes come with a disadvantage/penalty/baggage - and that that disadvantage/penalty/baggage is having the GM boss your around "every once in a while".
That's a terrible model of RPGing. The first reason it's terrible is that having obligations is framed as a penalty!
But even then the Wizard still has to chalk off the spell slot used to shrink the anaconda...which if the party is merely travelling through safe lands for a few days is of course a mere triviality, but if the party is in dangerous regions and-or just stopping in this town to stock up before hitting the dungeon itself later today then the lack of that slot might become much more relevant by day's end.And fair enough. But, again, at the end of the day, what changed? The animal companion is still hidden and fades into the background (not the mechanical version, just, not in the front of play) and those orc children escaped. And, after the third, fourth, tenth time, most groups are just going to take it as read anyway.
If it fails its save, damn right it gets destroyed*.This is the point I keep coming back to. We already Background tons of stuff in play because it's not terribly interesting. Do you seriously destroy a wizard's spell book every time he falls in water? Or gets fireballed or whatnot?
Not here it isn't.Naw, you just take it as read and move on because it's too much of a PITA.
Yes, at least to the point that I know the party have a SOP for doing so (and what it is) unless they tell me they're doing something different this time.Here, we have examples that only really affect one player and the DM. The rest of the group couldn't likely give a toss about it. Do you seriously care how we hide the Druid's animal companion every single time?
Can't speak so much to warlocks, but for Clerics this is very much a thing - at high level nearly all reliable info-gathering runs through Clerics and their divination spells, and Clerics almost always have a widespread organization of temples etc. to back them up if needed. Hard to background that without gutting the divination side of the Cleric class.The funny thing about this conversation is that some posters, like [MENTION=3400]billd91[/MENTION] and [MENTION=6919838]5ekyu[/MENTION] are framing it as a powergaming thing. But, look at that warlock's patron. There's two sides to that. Sure, if you have an active patron, then the patron might ask the PC to do something. But, it also works the other way. There's times when the PC can and should be able to call upon his or her patron for help - be it information, or contacting other NPC's or whatnot.
I do not force sworn and beholden patrons on players - i dont force faith and loyatly to gods on players - heck i rarely involved any sort of major direct god-related angles on players at all of any class... i am not all that much into the "pcs go up against gods" and "pcs save gods" type of storytelling. i cannot remember a case of divine intervention in one of my games - but the 80s are fairly blurry.
if a player doesn't want "god" or "church" or "oaths" or "patrons" or sworns or dogma or codes of conduct to be a facet of their characters - do not choose to have them be there by choosing cleric, warlock, Guild artisan, etc etc etc and reach an agreement with me that says they are.
As i said above, to me and my players, we have found the game more enjoyable when choices have consequences and the world is consistent enough that we can see them when appropriate.
***if this is what you bring to the discussion... that says a lot and informs a lot - so thanks!!!
Some of the parts you cut out show its not about forcing.
The word "force" appeared nowhere in my posts. Nor any synonyms.Again the false dichotomy - juxtaposing player choices having consequences with Gms forcing something on someone against their will.
Obviously it's not in dispute that if you play a cleric then a god is a facet of your character. But from that banal fact we know absolutely nothing about what the role of the GM is going to be in imposing "consequences" (to use your term) on that player for the way s/he plays his/her PC. It is the GMing methods I am talking about, not the fiction of a cleric, warlock etc.I do not force sworn and beholden patrons on players - i dont force faith and loyatly to gods on players - heck i rarely involved any sort of major direct god-related angles on players at all of any class... i am not all that much into the "pcs go up against gods" and "pcs save gods" type of storytelling. i cannot remember a case of divine intervention in one of my games - but the 80s are fairly blurry.
if a player doesn't want "god" or "church" or "oaths" or "patrons" or sworns or dogma or codes of conduct to be a facet of their characters - do not choose to have them be there by choosing cleric, warlock, Guild artisan, etc etc etc and reach an agreement with me that says they are.
In my experience, in 35 years of RPGing including quite a bit of D&D, the idea that a significant amount of time is spent trying to cut a deal with a patron/god so you can keep your classs powers is not typical at all.why is the game better when the PCs interact with NPCs and cut deals that provide opportunities to pursue goals and objectives that maybe were not the ones the characters originally had - well - that sounds like a whole lot of pretty typical RPG play.
I don't know if I follow all of this but to me it doesn't sound like very engaging RPGing.is really the case of "well the town has a problem and instead of moving on to the next town we can solve it for some coin and other "rewards"" such a problem to RPG play? i ask because that is essentially what the patron - warlock deal is... if the Gm and player agree to it. "You keep doing me favors and together we..." The player had something like 10 other class options than warlock and cleric - make it 9 if you want to include pally in the list of "complicated NPC relations" and i would wager that a great many RPGs run and get a lot of fun without having 9 story hooks without negotiations/complications and goals of other NPCS involved for every three story hooks that do have negotiations/complications and so on.
This is what I'm calling out as nonsense - I mean you clearly don't think you're describing your game, and I know you're not describing my game, and I'm going to hazard a guess that you're not describing [MENTION=22779]Hussar[/MENTION]'s game either - so whose game do you think you are describing?You get a lot of people talking about "meaningful choices" around here but only seem to want those to matter if the consequences are good
So how did I mininterpret your earlier post? You're apparently saying that the GM has to focus on stuff s/he knows the players aren't interested in focusing on because otherwise the game won't be fun for him/her. There are millions of people all over the world whose motorcycle or car has never been stolen - are you really saying you can't enjoy a Vampire game if a player stipulates in advance that his/her PC is, with respect to his/her motorcycle, one of those millions? To me that just sounds like lame GMing.It's not about hating the game. But it is about making sure the game is also what I as DM want it to be, not just the players. Like I've said many times around here, you can't force a DM to play a game he doesn't want to play any more than you can make players play in it.
Exactly this.if we go with the way [MENTION=6919838]5ekyu[/MENTION] has described his games, if the player doesn't want to deal with the patron, that player should play another character. In which case you aren't going to get to play the patron anyway. If playing the patron doesn't really matter for the DM's enjoyment (since the DM is perfectly fine if the player plays a different character) then what difference does it make at the end of the day?
Party and PC have various options on what to do next, one of which is dealing with some Orcish raiders and another of which looks (for whatever reason) far more interesting in the eyes of both the players and the in-fiction PCs...including Joe, but his obligation to his deity sends him out after the Orcs anyway; and possibly right out of the party for a while unless they go with him.
Are you deliberately misunderstanding [MENTION=3400]billd91[/MENTION], or do you genuinely not understand that if the DM wants a game where he controls the NPCs, he's forced to play a game he doesn't want to play if players can force him not to play the patron?
I want to go further than [MENTION=22779]Hussar[/MENTION] - a GM who even regards this as a price is a GM with a flaw that I would not want to play with.Nobody is saying the DM should not control the NPC's. We're saying that this one specific NPC, that only impacts one PC and no other PC can ever interact with, gets taken off the table. Infinity-1 while smaller than infinity is still pretty damn big. Losing control of one NPC and making a player happy seems a pretty small price. Claims that this is going to ruin the game for the DM seem a bit overblown to me.
What line? How is this any different from the urination example already discussed upthread? Or the fact that almost no RPGs scenarios with villages involve funerals of children who died in childbirth or not long after?when the claims shifted from "my patron is backgrounded yo having a motorcycle that I actually use in play but never have to spend effort or un gsme money to prevent theft and npcs dont make problems for my race all the way to bears and elephants being non-problematic or even always useful - they crossed even a further line.
Maybe some would think the players can handle this. Some games formalise it (eg Dungeon World, Fate, to a lesser extent Burning Wheel). Others don't. But what is the point of these GM-imposed "side quests", "bonds between PCs", etc. Are the players incapable of coming up with their own PC motivations and inter-relationships?a while back I mentioned a patron in SKT campaign run who might ask the character to make sure certain folks got out alive when one poster brought up whether play thru that one AP would change.
Well, it should be obvious that character to be kept alive might could be another PC? Heck one of the Patron tasks requests could even be finding this group of pcs and joining them - the patron request establishing a tie with the party for the character.
Maybe some would see that as more involved or enjoyable than the other types of initial party hook ups that have been used as opposed to an indecent act.
As I said, this is terrible roleplaying. The penalty for playing a cleric or warlock or whatever is what - I don't get to fully play the game because sometime the GM tells me how I should play my PC?In-fiction obligations limit PC (and by extension player) freedom of choice in what gets done and are therefore, yes, a penalty.
Why can't the player handle this decision-making? And furthremore, what is going on that the GM has made the fight with the orcs more boring than something else when s/he knows there's this orc-fighting PC in the game? That's what I call lame GMing.Joe-the-PC is a Cleric to a war deity whose primary goal is the elimination of Orcs and whose Clerics are expected to help with this task whenever possible or else risk repercussions. Party and PC have various options on what to do next, one of which is dealing with some Orcish raiders and another of which looks (for whatever reason) far more interesting in the eyes of both the players and the in-fiction PCs...including Joe, but his obligation to his deity sends him out after the Orcs anyway; and possibly right out of the party for a while unless they go with him.
"That's what I call lame GMing."I want to go further than [MENTION=22779]Hussar[/MENTION] - a GM who even regards this as a price is a GM with a flaw that I would not want to play with.
The GM's basic function in a RPG is to provide the players with obstacles and antagonism that they can pit their PCs against. The details can vary dramatically - from mapping and stocking a dungeon, to coming up with a Dragonlance-like series of set piece encounters to be worked through, to "indie"-style scene framing. But that provision of obstacles and antagonism is the basic function. Playing NPCs is a means to that end: they are elements in the obstacles/antagonism (whether as framing or as consequences) or else they are mere colour.
A GM who regards it as a "price" that a player wants to put some limits or offer some direction in respect of those things is (in my view) just about the lamest GM imaginable. This is why, as these arguments are set out, I am actually becoming more sympathetic to [MENTION=22779]Hussar[/MENTION]'s description of it as an ego thing: because we seem to be talking about a GM who is more interested in telling his/her pet story (which would not have even been on the table had the player not chosen to play a warlock, or a bikie, in the first place) than in performing hs/her core function of presenting the players with engaging obstacles and antagonism.
What line? How is this any different from the urination example already discussed upthread? Or the fact that almost no RPGs scenarios with villages involve funerals of children who died in childbirth or not long after?
I assert: if a Vampire game can't progress without a player worrying about the cost of insurance premiums and petrol for his/her PC's motorbike, then the game sucks!
Maybe some would think the players can handle this. Some games formalise it (eg Dungeon World, Fate, to a lesser extent Burning Wheel). Others don't. But what is the point of these GM-imposed "side quests", "bonds between PCs", etc. Are the players incapable of coming up with their own PC motivations and inter-relationships?
As I said, this is terrible roleplaying. The penalty for playing a cleric or warlock or whatever is what - I don't get to fully play the game because sometime the GM tells me how I should play my PC?
Why can't the player handle this decision-making? And furthremore, what is going on that the GM has made the fight with the orcs more boring than something else when s/he knows there's this orc-fighting PC in the game? That's what I call lame GMing.
"I assert: if a Vampire game can't progress without a player worrying about the cost of insurance premiums and petrol for his/her PC's motorbike, then the game sucks!"I want to go further than [MENTION=22779]Hussar[/MENTION] - a GM who even regards this as a price is a GM with a flaw that I would not want to play with.
The GM's basic function in a RPG is to provide the players with obstacles and antagonism that they can pit their PCs against. The details can vary dramatically - from mapping and stocking a dungeon, to coming up with a Dragonlance-like series of set piece encounters to be worked through, to "indie"-style scene framing. But that provision of obstacles and antagonism is the basic function. Playing NPCs is a means to that end: they are elements in the obstacles/antagonism (whether as framing or as consequences) or else they are mere colour.
A GM who regards it as a "price" that a player wants to put some limits or offer some direction in respect of those things is (in my view) just about the lamest GM imaginable. This is why, as these arguments are set out, I am actually becoming more sympathetic to [MENTION=22779]Hussar[/MENTION]'s description of it as an ego thing: because we seem to be talking about a GM who is more interested in telling his/her pet story (which would not have even been on the table had the player not chosen to play a warlock, or a bikie, in the first place) than in performing hs/her core function of presenting the players with engaging obstacles and antagonism.
What line? How is this any different from the urination example already discussed upthread? Or the fact that almost no RPGs scenarios with villages involve funerals of children who died in childbirth or not long after?
I assert: if a Vampire game can't progress without a player worrying about the cost of insurance premiums and petrol for his/her PC's motorbike, then the game sucks!
Maybe some would think the players can handle this. Some games formalise it (eg Dungeon World, Fate, to a lesser extent Burning Wheel). Others don't. But what is the point of these GM-imposed "side quests", "bonds between PCs", etc. Are the players incapable of coming up with their own PC motivations and inter-relationships?
As I said, this is terrible roleplaying. The penalty for playing a cleric or warlock or whatever is what - I don't get to fully play the game because sometime the GM tells me how I should play my PC?
Why can't the player handle this decision-making? And furthremore, what is going on that the GM has made the fight with the orcs more boring than something else when s/he knows there's this orc-fighting PC in the game? That's what I call lame GMing.
Say you're playing Storm King's Thunder (or any WotC AP). In what way would that game come out any differently if the DM let the warlock's patron fade to the background? Would any of the encounters be different? Would the basic plot or story be any different? Would this somehow change the NPC's?