Ron Edwards at the Forge did this. It made a lot of people angry.I wish the two of you could categorize your various differences and a few others as well
Ron Edwards at the Forge did this. It made a lot of people angry.I wish the two of you could categorize your various differences and a few others as well
As [MENTION=82106]AbdulAlhazred[/MENTION] and I have already pointed out - and even if we ignore the paternalistic assumption that the GM knows better than the players what would be fun right now (which in my experience is a dubious assumption at best) - this thing that you and [MENTION=29398]Lanefan[/MENTION] keep saying is silly.It goes back to the players not being capable(at any table) of thinking of everything. Sure, they told you they wanted to go to the giants. What they didn't tell you, because they didn't think of it, was what a cool thing it would be to examine an ancient dwarven altar lost near the giant lands as they pass by.
The bolded phrase is key here. Exploring the game world and finding new things = making moves that trigger the GM to tell you stuff. (Because there is no actual world that is actually being explored. There is just the fiction, which is being authored by - in this case - the GM.) Of course if you have never met players who don't enjoy that, then you wouldn't play "story now" RPGs. But I can tell you one player who doesn't really care for that - me.I have yet to meet a player who did not enjoy exploring the game world and finding new things.
Maybe you're not familiar with how 4e works. The DMG has a table indicating the treasures that are to be distributed at each level - so-called "treasure parcels".I guess that works for some people. Most of the ones I've games with, at least after exiting high school, don't want things just handed to them like that. I'm not trying to disparage your players. I just honestly cannot remember encountering a player who wanted stuff handed to him like that after leaving high school.pemerton said:As far as the idea that they have to do this stuff so they can power up, I will take my email of a loot drop from the Raven Queen over that any time. If the PCs need powering up, then change the numbers on the PC sheets and get on with the game! (Or adjust the framing so that the current numbers on the sheets are good enough.)
One of the PCs is a demigod. One of the PCs is Marshall of Letherna. One is an Emergent Primordial. One is an Eternal Defender. The last is a Sage of Ages. These are epic tier PCs. They have already killed a god (Torog) in order to further the Raven Queen's interests. They obtained the destination they teleported to by outwitting and deceiving Vecna, the god of secrets.Because it's a freaking god giving them the items, AND IT'S THE RAVEN QUEEN! That would freak my PC out and I'd want to make sure that I wasn't doing anything to piss her off. Or a number of other reasons I could come up with. I'd still want to thank her so as not to be rude, and depending on how she played into the campaign prior to this point, perhaps speak with her about other things.
I want every movie I watch to be great. The greatness of a movie is not primarily comparative, it's primarily inherent - story, editing, acting, staging, etc. I don't make sure I watch a re-run of Ace Ventura in between each decent movie I watch.Another thing to consider is that the little things highlight the important ones. If everything you get is fabulous, then really nothing you receive is fabulous. Fabulous has become the new average and a new fabulous thing doesn't mean a lot. However, if you have a bunch of little things and get something fabulous, it really IS fabulous. It shines next to the little things that put it in perspective.
This is treading very close to being an Unwarranted Generalisation - who are these "many people" (clearly there are some, eg you and [MENTION=29398]Lanefan[/MENTION] and your friends)? It is also treading very close to a Truth-obscuring Projection - because you (for whatever reasons) regard it as "unrealistic" to elide significant periods of time, so that must be unrealistic per se. But obviously that's not true - quite naturalistic novelists, film makers etc do this all the time. For instance, in LotR there are extensive time cuts in the first few chapters, and the last couple, but this doesn't make it "unrealistic" - the reader (correctly) infers that nothing interesting happened to Frodo in that time.This is treading very close to being a False Dichotomy. There are whole ranges of things that can be done in-between adjudicating every moment of a PCs' life as a round of combat and cutting immediately to the action. Many people enjoy a bit more realism in their games than just jumping from one significant thing to the next, and it feeds their desire to explore and see new things that I mentioned.
No. The crazy person doesn't exist, and isn't declaring any actions. So let's try again: In the fiction, a crazy person is trying to fly to the moon; and, at the table, the player of the crazy person declares "My PC flaps his/her arms trying to fly to the moon." That is not an action declaration of an attempt to fly to the moon - and given that it doesn't need resolution, it's probably not even an action declaration of any sort - it's simply a description of what one's PC is doing.The second is an action declaration. The crazy person is fully trying to fly to the moon and is declaring that as an action.
This is like the crazy PC example. If the player knows that there are no swords to be found, then s/he can't meaningfully declare "I go to the market to buy a holy sword", because she knows that there is no action to resolve! S/he can describe the PC frantically hunting for one if s/he likes, but there's no actual declaration to be resolved there as the player already knows what is going to happen. It's just colour!"I go to the market to buy a holy sword" is absolutely a permissible action declaration in a game where they can't be found at local markets. The result of the action is that the PC wanders around for a while and doesn't find one. Why would I railroad the player by not allowing the PC to go look for something that the player knows can't be found? Maybe his PC is frantic to find one and looks places he knows rationally won't be there, but in an act of desperation looks there anyway.pemerton said:If everyone understands that, in this game, holy swords are not just found for sale at local markets, then declaring "I go to the market to buy a holy sword" is an impermissible action declaration.
Here are the rules from pp 71 of the 5e Basic PDF (I choose these because they're ready-to-hand, but earlier editions aren't wildly different in this respect):There are no limits. Declaring that he's going to cut down 10 orcs is permissible. It's just doomed to failure. Automatic failure does not negate or prevent the declaration of the action. The only difference in the systems above is that with AD&D the action cannot succeed, were with the others it can succeed.
As @AbdulAlhazred and I have already pointed out - and even if we ignore the paternalistic assumption that the GM knows better than the players what would be fun right now (which in my experience is a dubious assumption at best) - this thing that you and @Lanefan keep saying is silly.Players: We want to do X.
GM: Ah, but wouldn't you prefer Y?
Players: OK, let's do Y.
GM: Ah, but wouldn't you prefer Z?
Players: OK, let's do Z.
GM: Ah, but wouldn't you prefer . . . <and so on ad infinitum>
Does the game ever actually get to happen? If the answer is yes, then why not just go with X?
If you're buying a car, or a house, it makes sense to hem and haw a bit, make a few comparisons, weight up some options, seek out the advice of reliable others. But we're talking about playing a game! If the players say they want to do something with giants, there's a pretty good chance they do. What does it add to second guess that? (Other than GM control running roughshod over expressed player preferences.)
The bolded phrase is key here. Exploring the game world and finding new things = making moves that trigger the GM to tell you stuff. (Because there is no actual world that is actually being explored. There is just the fiction, which is being authored by - in this case - the GM.) Of course if you have never met players who don't enjoy that, then you wouldn't play "story now" RPGs. But I can tell you one player who doesn't really care for that - me.
If I want to "explore a world and find new things" then I'll read a fantasy story written by a better writer than my GM. When I play an RPG, I want to learn the fate of my character - so if my character is a knight of a holy order, who is committed to defending the innocent and upholding the values of his god and the honour of his family, then that's what I want to learn about.
And as a GM I don't want to tell my players a story about stuff I made up. I want to learn the fates of there characters. What will and won't they do to achieve their goals? How will they reconcile seemingly incompatible aspirations? If they don't, what conflicts will result?
One of the PCs is a demigod. One of the PCs is Marshall of Letherna. One is an Emergent Primordial. One is an Eternal Defender. The last is a Sage of Ages. These are epic tier PCs. They have already killed a god (Torog) in order to further the Raven Queen's interests. They obtained the destination they teleported to by outwitting and deceiving Vecna, the god of secrets.
I'm not sure you're appreciating the situation as an epic tier one.
I want every movie I watch to be great. The greatness of a movie is not primarily comparative, it's primarily inherent - story, editing, acting, staging, etc. I don't make sure I watch a re-run of Ace Ventura in between each decent movie I watch.
I want every novel I read to be great. Sometimes that doesn't happen, but it would be my ideal. If every fantasy short story I read was as good as Tower of the Elephant, that would make my life better, not worse. I every serious novel I read was as good as 9say) The Quiet American, that likewise would make my life better, not worse.
I want every academic paper I read to be great, full of clever insight and skilled argument. If every paper I read was as good as Hilary Putnam's "Dreaming and 'Depth Grammar'", that would make my life easier and happier, as I wouldn't have to wade through mediocre contributions to the literature.
This is also true of my RPGing. If every session was absolutely awesome then that would just make my RPGing better. I don't need boring interludes to remind me of why I enjoy the good stuff - the good stuff speaks for itself.
Now if what you meant was not the above, but that - for instance - pacing is important, well my games have pacing. I'm not a pacing genius, but I think I'm moderately competent. Spending time telling players about intersections and potential allies and stuff that no one cares about isn't any sort of solution to pacing problems - or, at least, if there's a problem to which it is a solution I don't know what that problem is, and certainly don't have it in my games.
No. The crazy person doesn't exist, and isn't declaring any actions. So let's try again: In the fiction, a crazy person is trying to fly to the moon; and, at the table, the player of the crazy person declares "My PC flaps his/her arms trying to fly to the moon." That is not an action declaration of an attempt to fly to the moon - and given that it doesn't need resolution, it's probably not even an action declaration of any sort - it's simply a description of what one's PC is doing.
This is like the crazy PC example. If the player knows that there are no swords to be found, then s/he can't meaningfully declare "I go to the market to buy a holy sword", because she knows that there is no action to resolve! S/he can describe the PC frantically hunting for one if s/he likes, but there's no actual declaration to be resolved there as the player already knows what is going to happen. It's just colour!
(Not everything a player says about what his/her PC does is an action declaration. "I tighten my belt to make sure it doesn't slip off" isn't an action declaration in D&D, given that the game has no rules for belt tightness nor belts falling off. It's just colour, like "I lick my lips before taking the shot" narrated by a player whose PC is in an archery contest; or "I wear a headband to keep the sweat out of my eyes", given that D&D has no rules for being blinded by one's own sweat.)
Here are the rules from pp 71 of the 5e Basic PDF (I choose these because they're ready-to-hand, but earlier editions aren't wildly different in this respect):
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise . . .
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack.
How much clearer could the game be that "I attack the 10 orcs in front of me!" is not a permissible action declaration?
Sure sounds like one to me.No. The crazy person doesn't exist, and isn't declaring any actions. So let's try again: In the fiction, a crazy person is trying to fly to the moon; and, at the table, the player of the crazy person declares "My PC flaps his/her arms trying to fly to the moon." That is not an action declaration of an attempt to fly to the moon
The player meta-knows this but the PC in the fiction doesn't know it, and thus if one is to play in character as if one's player knowledge equals their PC's knowledge "I go to the market to buy a holy sword" becomes a perfectly valid - if perhaps naive - declaration of action...to which the DM goes through whatever motions she goes through and then narrates some version of "You don't find one", and the game moves on.This is like the crazy PC example. If the player knows that there are no swords to be found, then s/he can't meaningfully declare "I go to the market to buy a holy sword", because she knows that there is no action to resolve! S/he can describe the PC frantically hunting for one if s/he likes, but there's no actual declaration to be resolved there as the player already knows what is going to happen. It's just colour!
Ah...but remember the founding tenet of 5e is "rulings, not rules", which opens up absolutely anything to be a possible declaration of attempted action and then expects the DM to rule on it.(Not everything a player says about what his/her PC does is an action declaration. "I tighten my belt to make sure it doesn't slip off" isn't an action declaration in D&D, given that the game has no rules for belt tightness nor belts falling off. It's just colour, like "I lick my lips before taking the shot" narrated by a player whose PC is in an archery contest; or "I wear a headband to keep the sweat out of my eyes", given that D&D has no rules for being blinded by one's own sweat.)
Here are the rules from pp 71 of the 5e Basic PDF (I choose these because they're ready-to-hand, but earlier editions aren't wildly different in this respect):
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise . . .
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack.
How much clearer could the game be that "I attack the 10 orcs in front of me!" is not a permissible action declaration?
You're looking at this all backwards, I think.Here's another example, from p 78:
Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item.
So the player of a fighter, or the player of a 1st level wizard, who has no magic items, can't declare "I cast a Wish spell" - because the conditions for that action declaration (namely, that the character - having access to the spell in a magic item - must have the spell firmly fixed in mind) are not satisfied.
There are all sorts of limits on action declarations in D&D. (Another example I just remembered: in 1st ed AD&D Unearthed Arcana, only a fighter or cavalier-type can declare an attempt to disarm.) Given that it actually has one of the more intricate action economies of any RPG (a legacy of its wargame roots) this is hardly surprising!
What's the misrepresentation? Your argument against "going where the action is" - in this case, a fairly light-touch narration of the trip to the giants' cage - is that the players might have forgotten something. Hence the GM needs to interpose various possibilities between the players' decision to go to the giants' cave, and the narration of their arrival there.Again with the misrepresentations of the playstyle.