Aldarc
Legend
As is often the case, rules systems are variously accomodating to and supportive of different playstyles.So this playstyle only really works for games specifically designed for it... that's interesting.
As is often the case, rules systems are variously accomodating to and supportive of different playstyles.So this playstyle only really works for games specifically designed for it... that's interesting.
That's not a limit on player agency any more than the orc's A.C. is. GM judgment is still a thing in Story Now gaming!
As is often the case, rules systems are variously accomodating to and supportive of different playstyles.
So this playstyle only really works for games specifically designed for it... that's interesting.
EDIT: To further expound I know he often cites the Marvel Heroic rpg and in that there are a couple of things you can do with the Doom Pool that definitely affect player agency (specifically as [MENTION=42582]pemerton[/MENTION] defines it) listed below.
*To use any affect that normally costs a Plot Point.
*Use special effects (SFX) that cost doom dice to activate.
*Split a hero off from other heroes or force them together.
*Activate a Hero's Limit. But first offer to pay them 1 PP instead.
*Create a new Scene Distinction (costs a D8 or higher). Anyonemay use this Distinction instead of their own Distinctions.
*To have a Villain interrupt the Action Order.
*Activate Scene or Event effects.
*Spend 2D12 to end a scene immediately. If the Heroes wereclose to winning, ask them to describe how they get most ofwhat they want and then present them with a tough choice,you win but X happens or at Y cost. If the Heroes were notclose to winning, ask them to describe how they lost or whatthey had to sacrifice (something significant) to win.
Now I understand he has an issue with secret backstory but honestly most of these effects you can create with the Doom Pool in the MH game seem to tread on the type of player agency he is advocating for... Create a new scene distinction, Ending a scene immediately, Split a hero off or force him to join up with the group... how do these not step all over the type of agency he is advocating for? Is it ok because they aren't secret backstory? Or is the infringement upon agency (regardless of it's source) really the issue...
I've questioned some of the conclusions pemerton draws, as well. And other times, I'm not familiar with a certain game system, so it becomes hard to understand shared examples.
I have only played the Marvel Heroic game a few times. It was not to my liking. I didn't know what rules system it uses and if this system is present in other games. Part of my dislike of the game is that it was so radically different from the TSR Marvel game that I grew up playing. So I think a large part of my dissatisfaction was due to expectations.
But, having said that, and adding the caveat that I'm not pemerton, my guess is that when a game has certain elements that are incorporated into the actual game mechanics, then that's something different than what he is talking about with GM backstory.
GM backstory can't really be anticipated, and isn't necessarily quantifiable. But when a game has certain clearly defined moves that players can make, and also one the GM can make, I think that the game proceeds with the expectation that these moves can and will come up.
Again....there could be a lot more to it. I only played the game a few times when it came out.
Ultimately, I think that pemerton prefers a game where the GM's actions are as dictated by the game rules as the players' actions are. That's what I'm getting out of most of this discussion, anyway.
Fair enough, and again if the problem is just the determiner of loss of agency that's fine, but if you are proclaiming your game has more agency then I find that distinction irrelevant... a loss of agency is a loss of agency and IMO it doesn't really matter that the game gives you a mechanic to take said agency away... it's still a loss of player agency.
I assume by "PCs" you mean players? Ie the players are free to declare actions for their PCs.
I would be very surprised if there were any episodes of RPGing in which that was not true. What would it even mean to "play" a RPG if you were not free to declare actions for your PC?
Perhaps, sure. I get what you're saying. I'll be interested to see what pemerton's thoughts may be on this.
If the GM in Marvel can end the scene, which of course seems to imply a limit in player agency, but can only do so when the Doom Pool gets to a certain number of dice, then that's something the player can predict, and likely even track.
So, even though this does reduce agency, it's a bit different than the Gm simply saying "no, you fail". That distinction may or may not matter to each of us. My guess is that it does to pemerton.
Yes and no, while it seems like you could track whether the GM could do this... there's no way to tell beforehand when or if he will.
I have to say, this absolutely boggles my mind: that the mechanics of a game system limit what the DM can describe in a scene!The difference from what you describe, though, is that the need for the narration to establish immersion is not the same as what you were referring to in the post to which I replied.
In "story now", the principal source of immersion should be the fact that the situation is "thematically compelling". That is, the GM - in establishing the framing - is drawing on already-available stuff that everyone at the table is committed to. So the need to build a "word picture" by reference to sensation is less. The description of the setting provides a context for action rather than itself being the engine of immersion.
In Cortex+ Heroic this is formalised via the mechanic of "Scene Distinctions" - the GM may declare up to 3 scene distinctions (and may spend GM-side resources for more if desired) at the start of an action scene. In the session I GMed yesterday, the first scene involved the PCs - who had just crossed a frozen mountain lake - commencing their final ascent into the northern mountains. The scene distinctions were Chill Winds, Narrow Defile Between the Peaks, and Unpassable Snow. This, together with the description of their adversaries (a flight of wyverns, one with a rider; and the chieftain of the mountain folk), sets the scene.
Later on, after the PCs left the village of the mountain folk, them were confronted by the Earth Giant (as they knew they would be). The scene distinctions were Boulders Aplenty, Terrible Drops (which had an attached mechanic increasing the risk of PCs falling down them should they or the giant edge towards them, or break away their edges) and Clear Skies (the PCs had climbed so high there were no more clouds about them).
Though any of this could have (and likely would have) been done without the Formalized Mechanical scene descriptors, simply as part of the run of play.These distinctions establish a context in which the PCs (as directed by their players) take action. They can also be operated upon - eg the PC sorcerer used his magic to dismiss the Unpassable Snow, and again to create eldritch walls and nets to neutralise the threat of the Terrible Drops. In an earlier session, a different PC was able to rescue villagers in need of rescuing by succeeding on actions to eliminate a Frightened Villagers scene distinction.
I'll give it this much: 4e does terrain well.Other systems handle this differently: but in 4e, for instance, one way to convey the really salient elements of a situation is via mechanical specification using the rules for traps, hazards, terrain powers and the like. The setting comes to life through its role in resolving the action rather than simply via description.
That's my (1). In (2) the player, while still having the hope, also has the meta-knowledge that a good roll guarantees success; which the player in (1) - just like the PC in the fiction - doesn't have.Once the source of "drive" or momentum in "story now" is appreciated, you can see the error of description in your (2). The PC tries because s/he has hope! And the player, rolling the dice, has the same hope. So there is not disparity at all, but rather congruence!

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