RenleyRenfield
Adventurer
All of this is incorrect - in terms of mechanics driving play.I don’t think those are the same things. One chooses to climb a wall. One may not choose to have a fight… the rules may dictate that one happens because the characters have done or tried to do something else. Maybe they decided to search a room and a random encounter occurs, maybe they chose a hex to explore, and an encounter is indicates by the GM’s notes.
The mechanics can be said to be driving play in these kinds of cases, no?
Yes, it may start with the player making a declaration… “I want to do X” but then the rules tell us how that goes, what happens as a reault… and then we’re in a new situation and the players are prompted to make some new decisions.
This is why I thibk there’s more to it than just “the mechanics are designed to drive play” because I think that’s one of the primary purpose of game mechanics and procedures regardless of the specific RPG.
I feel it’s inaccurate to say that mechanics don’t drive play in this regard. If you fail to climb the wall, then you’ll need to go deal with the guards, or sneak in through the old sewer shaft… pushing play in some new direction, prompting some new decision by the players.
GM fiat is not a mechanic. So what the GM (or even author of module) put as options in a adventure - are just that GM choice. There is no mechanic requiring a specific choice or specific outcome. If the player fails the roll, the GM is absolutely allowed in D&D, GURPS, and other such systems - to no have an encounter, a trap, or whatever. GM fiat is always king in those games. In fact, it was the GM who put those there, so they don't even truly exist until the GM says they do.
That is not how "mechanics drive gameplay works" at all.
When using a mechanic, it takes the choice away from the GM. The book tells us what happens, and there is no GM option to negate it or remove it. At most they can diversely interpret it - but even then it must follow the fiction of the mechanic's stated resolution.
While this isn't earth shattering, it is a major difference, hence why a lot of people don't play something like PBTA and say "oh, this plays just like D&D" = because it doesn't! It's mechanics drive play in all new ways. We all know it does, undeniably so... so much so that there are a great many people who don't like the way PBTA (and other such fail forward, success with complications, mechanics driven GM-limiting systems) changes play mechanically.