I thought you were done with this thread!Oh to toss in an example using quite different mechanics
I thought you were done with this thread!Oh to toss in an example using quite different mechanics
I GM RPGs that I want to GM. I have various reasons for wanting to GM them. One reason I like GMing Burning Wheel is because it is more intense than any other RPG I know. By "intense" I mean the same as when someone says "Wow, like that was intense!" The characters are vibrant, and driven by their hopes or fears or other passions, and exciting things happen.I think it's most useful to assume a GM wants to be running the game they are running. This might not always be the case for more mainstream games like 5e, but it is assuredly the case for games like Burning Wheel.
There is a whole chapter of Circles rules, which explain how obstacles are set, how dice pools are put together (including Affiliations and Reputations), and how success and failure are narrated. There is also a discussion of how Affiliations and Reputations are established as part of PC building or advancement, of how Contacts are established, and of how a Contact can turn into a Relationship.there is a whole chapter on combat and all sorts of combat rules.
No it's not. It's an example of a player declaring an action, of the dice pool being built and rolled to resolve that action, of the result being a success, and of the consequence of that success being established as part of the fiction.But your example of 'shaping the fiction' is just telling the GM to do what you want.
Finding a pile of gold would generally be a Scavenger test. The difficulty for finding 1D of gold, in a place where gold might be found, is Ob 3. If a PC was in a treasury, one would expect the difficulty for finding a relatively small amount of gold to be less.And I say...well if the player can 'shape the fiction' then why can't they just 'shape' it and say 'wish for a pile of gold'.
When are you saying I said this? I have not said this.Then, you say, oh the players can only shape teeny tiny little bits of the fiction once in a while.
As I pointed out upthread, and as @pointofyou and @niklinna have elaborated on, what you're missing is that that is the basic structure of action resolution in a RPG.1.Player makes a 'request'
2.Player makes a successful rules check
3GM does whatever the player requested
So what am I missing?
I've told you several times now that I am done with this thread. How many more times do I have to say it???I thought you were done with this thread!
I was referring to any mechanic which isn't a "my character does X" but is something like "event Y occurs", "Z is part of my characters background", etc. Don't get me wrong - I don't think there is anything wrong with such mechanics. I just think they're conceptually different than stating an action carried out by the character. To some extent, levelling up in old-school game is also a mechanic which is special.I don't know what you mean by a "story" mechanic - clearly you don't use it to mean a mechanic that has the potential to change the shared fiction (which is, presumably, any mechanic used to resolve an action declared by a player for their PC).
But as I have mentioned several times upthread, I reiterate now: "As I travel through the lands of Auxol I look out for any members of my family" is an action declared by me for my character. The fact that AD&D has no canonical rules for resolving it doesn't change that fact
The Arakani thing you describe, in Burning Wheel, would be a Wises check (Arakani-wise, or Spider-wise, or even Taboo-wise) which is the sort of codification you are not a big fan of. Thus the question of whether the GM rolls with it, or instead plays on a misunderstanding, would be settled by the outcome of the check (success or failure) rather than the GM's own decision.I was referring to any mechanic which isn't a "my character does X" but is something like "event Y occurs", "Z is part of my characters background", etc. Don't get me wrong - I don't think there is anything wrong with such mechanics. I just think they're conceptually different than stating an action carried out by the character. To some extent, levelling up in old-school game is also a mechanic which is special.
The example you give is interesting, because that's almost exactly how my groups have done the vast majority player story input. E.g. "As we approach the Arakani scouting party, I recall that the Arakani have a cultural taboo on the slaying of spiders." Now the GM might roll with this, go with "On second thought, you remember that this was actually a taboo of the Edwo tribe." or choose to have the player think he "remembered" this correctly, but actually it's wrong and make this misunderstanding part of the parlay.
I'm not opposed to the narrativist style, and as mentioned there are parts of my own preferred style that seem to be similar in nature. I'm not a big fan of codifying player narrative authority, and I prefer the GM have the final say on such matters - but I can see why others might feel differently
Then let's start here, and ignore the rest for now, because this is already off-track.This is what was given as a game example:
1.Player wants something at random.
2.Player makes 'circle check' (or whatever game rule)
3.GM does whatever the player wants
I think the example was from the Burning Wheel game. So it should be noted, when someone gives a specific game example, any reply is only for that game.
Much better!Depending on whose posts here you believe (or even read, it would seem from some of the conversation).
(And by the way, the first rule of Player Agency Club is You do not talk about Player Agency Club!)
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But, I am done with this thread!![]()
This is what was given as a game example:
1.Player wants something at random.
2.Player makes 'circle check' (or whatever game rule)
3.GM does whatever the player wants
1.Player wishes to randomly find some family members
2.Player makes check
3.DM says "oh, there are some family members right there".
So what part am I missing? Player made a wish. Player made a roll and made a rule check. DM did what the rule...and player...told them to do.
I am so done with you being done with this threadI've told you several times now that I am done with this thread. How many more times do I have to say it???

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.