This is just loose metaphor.
I can (perhaps) look at things through your eyes (literally) if some complex bio/electronic rig was attached to your optic nerves and my brain. That would be weird, but if it's not possible that's only because the rig hasn't been invented yet.
But I can't (in any literal sense) look at anything through the eyes of an imaginary person. That's metaphysically impossible. And all that such talk means is that I imagine what that person is seeing.
Yes, you imagine what that person is seeing: an alternate (imaginary) reality. What's so hard about that?
And this is absolutely crucial to any sensible discussion about RPGing.
Yes, but in the opposite way to that which you intend, I think.
The process, in the real world,
...and in the game world...
whereby it turns out that I will or won't find a map in a study, is a terrificially complex causal one - assuming it's a map drawn on paper with ink, it depends upon (i) causal processes that generate plants and minerals; (ii) causal processes whereby humans turn those into paper and ink and a building with a study; (iii) causal processes whereby someone is socialised and educated into some grasp of what cartography is; (iv) causal processes whereby someone is socialised and educatedinto some grasp of what a stuy is; (v) causal proceses whereby a human draws a map; (vi) causal processes whereby a human builds a building with a study in it; (vi) causal processes whereby I come into being and end up in that study; (vii) causal processes (which could involve people, pigeons, the wind, errant letters falling out of a courier's basket, or any other vast range of things) whereby that map ends up in that study for some temporal period that overlaps with my presence there.
Exactly the same as what happens in the game world, as seen/known/experienced by the PCs there.
The process, in the real world - which is where RPGing takes place - whereby it turns out that my PC will or won't find a map in a study, is overall more simple (though still complex): (i) social processes that bring a group of people together to engage in the collective activity of RPGing; (ii) those processes mentioned in (i) further leading to a consensus among the group that my PC is in a (collectively imagined) study; (iii) my forming the desire to delcare as an action that my PC searches the study; (iv) a continuation of the aformentioned social processes leading to a new concsensus that my PC is in the collectively imagined study having just found a (collectively imagined) map.
This describes what goes on for the people at the table but does not at all describe what goes on for the PCs in the game world, which is the basis for what I've been trying to say.
And as far as this bit of this thread is concerned, all the action is in (iv): what is the social process whereby we form a consensus that my PC has found a map in the study; or, conversely, form a consensus that s/he is mapless despite have turned the study upside down in her search?
After session 0 this social process gets subsumed into the rules and conventions of the game, where said rules detail how the imaginary game-world reality is brought to life. And for my part the rules and conventions of the game say the map is wherever the DM says it is, and it's up to the PCs to find it. The DM presents the game world, and the players-as-PCs interact with it as they like. They could search for the map, they could stop for lunch, they could burn the place down...up to them. Unless an NPC picks it up and moves it (unlikely, as the PCs have already cleared the place out) the map ain't going anywhere - it is where it is.
If we reach agreement because the GM decides, that's an actual process for establishing consensus. If we reach agreement because the player decides, that's a different process for establishing consensus (and I personally think can make for boring RPGing: the so-called Czege Principle; some people think this is overstated).
If we reach agreement because we agree that, if the coin lands heads the player decides, and if it lands tails the GM decides, and then we toss the coin and stick to our agreement - well, that's a different process again. Replace the coin-toss with a more nuanced way of setting odds for a dice roll, and you have the process I prefer.
The problem with the coin-flip model is that it means nothing can be done ahead of time. You can't foreshadow the map being in the breadbox by having the PCs catch a strange whiff of the smell of baking three days prior if the map's location isn't determined until the search is already underway. You can't draw out a map of the castle on Friday for your game on Sunday to allow you to better describe it; nor can you plan out the occupants ahead of time.
JRRT made up Lord of the Rings. He didn't receive it handed down on a tablet.
Do you call it "Schroedinger's story"? I assume not. All fiction has a point in time before which it had not yet been authored, and after which it had been authored. Authoring it earlier in time, or later in time, relative to when you share it with someone else, doesn't make it more or less "real".
In the case of a novel it sure does; in that if you haven't authored it yet you don't have anything to share with anyone. That said, LotR really does play out very much like a mid-length D&D campaign; and I bet JRRT had flowcharts and diagrams for who went where and met up with who before he sat down and filled in the details.
Well, here are two risks of the GM making up some fiction in advance.
(1) It's not interesting when eventually the GM tells it to the players.
(2) The players were really hoping the fiction would be X, but the GM tells them Y.
((2) may lead to (1), but can also be its own thing; and (1) can happen even if (2) isn't true.)
(1) is always a risk no matter who's doing the authoring or when. (2) - yes, this happens all the time in all types of fiction, not just RPGs; and the reader/player just has to deal with it and move on. Not everybody likes that Frodo didn't drop the ring into the lava himself, and that he turned at the very last minute. Not everybody liked that Ned Stark lost his head at the end of book 1 of SoIaF. And not everybody likes that the BBEG they thought their PCs had just killed was later seen slinking off into the night, very much alive.
If I punch you today, you might throw a rock at me tomorrow. Many overt consequences occur separated in time. And space.
Eg in my BW game, in the first session the PCs made a fool of a servitor called Athog. Many sessions later, when one of the PCs had a misfortune to run into a mugger in an alley, it was Athog. That's an overt consequence.
OK, fair enough.
But by the same token, if you punch me today
I might hire someone else to work you over tomorrow; and if the someone else is halfway discreet, though you might suspect the connection between yesterday's punch and today's beating you'll never know for sure. Hell, for all you know it might have come about because of something you did last week, or last year.
(I've bolded the covert knock-on effect here: that I've involved someone else)
Part of being a good GM in a player driven game is keeping track of the pressure points that the players have generated for their PCs, and then bringing them to bear in subsequent framing or subsequent failure narration. That's what is meant when "indie"-type RPGers refer to "going where the action is". This is also how you avoid risks (1) and (2) that I identified.
I play RPGs to get away from pressure, not add to it.
This is something I'm finding in the game I play in right now: we've as a party/company been operating at other people's beck and call (e.g. being heroes, solving large-scale problems, preventing disasters, etc.) for so long we've almost forgotten what it means to work for ourselves. I'm really REALLY looking forward to a time (which at this point appears to be distressingly far in the future) when we can tell the rest of the world to bugger off, and adventure on our own terms for our own purposes and-or gain...or not adventure at all for a while.
OK. That's a fact about you. I can tell you that it doesn't generalise.
Besides quirks of individual memory, there are techniques that can be used to avoid what you describe here. For instance, by focusing the fiction on stuff that the players are committed to - by going where the action is - you increase the likelihood that details that get established will be salient to all involved. (Eg if it matters to the players how high the structure and ceiling are - let's say they know the map is in a room with a 25' ceiling - then they'll remember that the room didn't have a ceiling that high, and so you'll never get to the point of narrating your 25' ceiling and stiarcase.)
True; if they know they're looking for a 25' high room they can largely ignore anything with a lower ceiling (though if they don't search those lower rooms for loot they're missing out!).
A technique that 4e uses is to use a tier system for escalation of the fiction, which means that the likelihood of replaying the same place is fairly low, for any given place. (It's almost the opposite of 4e in that respect.)
I think there's a typo here, as you're saying that 4e is the opposite of 4e. ?
Of course a tried-and-true method that is independent of game systems is to write stuff down.
Yes. Ahead of time.
Or to get the players to do so.
The problem with that is writing stuff down in any quantity plays hell with immersion and-or keeping up with what's going on. My own note-taking during most sessions is minimal at best and nearly non-existent much of the rest of the time - I'm too busy trying to a) run what's already in front of me and b) deal with whatever unexpected stuff the players / PCs are throwing my way.
(1) People don't always notice every smell that in principle they might, so the players' claim about his/her PC is not actually true. (Now if it's his/her PC's schtick to have a high Smell/Taste Perception bonus, that's a different story - in one of my RM games one of the players built such a PC, so that he would be able to notice poisons or drugs in his food; and I think we may have had another PC who had a high bonus in this skill to help with cooking. But part of being a good GM is adapting your narration to the salient abilities of the PCs.)
All true, though had the rotten-room been defined ahead of time a roll to notice the smell would have been in order, hm?
(2) This could happen just as easily if the GM had already written that down in her notes. Writing it down in advance doesn't create some guarantee that you'll (i) remember it before you read it out, nor (ii) that you'll think of all the implications of what you've written down.
True; nobody's perfect. But having it written in advance certainly increases the odds of it being remembered when relevant.
(3) There might be some reason why it couldn't be smelled (eg maybe it's a visual illusion).
Which again would have to have been pre-planned.
(4) Retcons happen all the time. I've had GMs tell me that the room is X by Y feet, then realise they've miscounted the squares and correct it. I've had GMs not mention something that should have been obvious, and therefore let us take back action declarations which make no sense in light of the thing that wasn't mentioned at the start. Etc. So you're going to have to tell me more about why this retcon is not acceptable.
With only the rarest of exceptions, no retcon is acceptable. It's not just this one.
The two examples you give just point to poor DMing.
That's completely orthongal. It's also contentious.
Why is it orthongal? An imaginary reality in which my PC finds a map in the study mirrors reality relatively plausibly (studies are good places to find maps, if there are any to be found in the neighbourhood). It doesn't become more plausible because we agreed on that shared fiction because the GM said so, rather than agreeing on it because of the outcome of a dice roll.
Why is it contentious? D&D does not mirror reality in many places. It has different biology (eg dragons can fly and breathe fire; there are giant arthropods). It has different physics (eg conservation laws don't apply; there are other "planes" of existence). It has different sociology (eg societies are primarily pre-modern in technology yet very often modern in some of their basic attitudes and behavious). It has different economics and ecology (eg large numbers of being that are essentially humans are able to live without, it seems, hunting, gathering, rearing animals or growing crops). Etc.
Yet in the very many ways where it can mirror reality, it should; if only to enhance immersion and give a common easy-to-understand foundation.
If the GM wants to force the player to commit, because that's what the game expects - why are you looking behind that door? what are you hoping for? - then your player who won't commit is simply refusing to play the game.
Not at all. They're refusing to help you with your worldbuilding, but in no way refusing to play the game.
For instance, a player who won't commit simply can't play Burning Wheel as it is written. And is going to have trouble with Cortex+ Heroic also. And will probably come unstuck in 4e skill challenges.
Part of exercising your agency over the fiction, as a player, is to commit. A player can't wait to find out whether or not a blow will be a killing one before rolling an attack die. There's no in principle reason why looking through a door should be different.
Sure there is. Exploration works differently than combat, both in a rules sense and in a thematic sense; and to try and conflate the two is a mistake.
With very few exceptions, combat involves acting and reacting with someone or something that is in turn acting and reacting with you and whose actions can't necessarily be predicted. Exploration, on the other hand, involves acting with and reacting to something that is usually much more static: the game world. If I open the door now for the first time I'm in theory going to see exactly the same scene behind it as if I'd first opened it yesterday or if I wait till tomorrow to open it, barring the actions of living creatures or effects of the passage of time. It's predictable and stable and consistent, from a meta-view: it's a part of the game world.
Thus, it's not my place as a player to author what's behind the door any more than it is my place to author the actions of the orc I'm fighting. It's my place to open the door and look (i.e. explore) and the DM's place to tell me what I see there. Otherwise we're into collaborative storytelling, which - while fine in its place - ain't D&D or anything close.
Lan-"once upon a time"-efan