Crimson Longinus
Legend
Then they presumably either begrudgingly apply one of them anyway or quit playing the game.And what happens to the game or to the people at the table if none of the options are "suitable" (and to whom)?
Then they presumably either begrudgingly apply one of them anyway or quit playing the game.And what happens to the game or to the people at the table if none of the options are "suitable" (and to whom)?
This is a compromise thus perfect satisfaction is not guaranteed. It merely lowers the odds of the game being ruined in comparison to fixed consequence model.Exactly. What if your mental model says none of those options work for you? Do you get to pass? If you can, then there's no teeth and it's player fiat (your ideal). If you can't, then your mental model is compromised, which you have told us literally ruins the game for you. How do that thread that needle?
I don't see how that could possibly work for you, given what you've said. You would be walking a tightrope, where at any moment you may be faced with no options acceptable to your mental model, which ruins the character and the game for you. Unless you've changed your mind?This is a compromise thus perfect satisfaction is not guaranteed. It merely lowers the odds of the game being ruined in comparison to fixed consequence model.
What I want is impactful consequences to meaningful social situations that can potentially be detrimental, whether the Player wants those consequences to exist or not, based on what happens in the game. I don't want what consequence occurs to be entirely under the Player's control, because that's not how it always works in real life (and you know where my gaming priorities lie). But having that stuff just be GM fiat isn't really fair either, which is where resolution mechanics come in.
What about having those consequences be external to the player?
I.e., the NPC rolls a nat 20 for an attempt to deceive, and the player narrates that their character refuses to believe them, and the NPC is so insulted that it causes problems?
Then there's no point in rolling for the NPC. Everything you just said on both sides is just free roleplay.What about having those consequences be external to the player?
I.e., the NPC rolls a nat 20 for an attempt to deceive, and the player narrates that their character refuses to believe them, and the NPC is so insulted that it causes problems?
So the Player decides how the NPC feels? With no mechanical consequences (at least you didn't mention any)? Again, how is this a compromise?Yes! At least some of the consequences can be such. So if there is always an option that does not affect the internal world of the character to choose, there is no problem!
I think in this approach (which I like, at least in some contexts), to answer your subsequent question, it's not that there are no mechanical consequences or that the NPC's reaction/feeling is taken on by the player, but rather that the resolution of the conflict is in the "game state" rather than the "character state".Then there's no point in rolling for the NPC. Everything you just said on both sides is just free roleplay.
Fair.
Although I wonder if what's underlying the "because magic" belief is the same thing: it's specifically defined abilities with specific, mechanical effects. So although you "lose control" of your character, it's to something that feels neutral.
My stance on this hasn't changed, but I've only recently begun to elucidate it this way, so I wouldn't be surprised if others who have the same gut feel ascribe to the same thing.
Then there's no point in rolling for the NPC. Everything you just said on both sides is just free roleplay.

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