Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7343485" data-attributes="member: 42582"><p>It's very little like real life. In real life I can, for instance, try and find foot prints and draw inferences from those; or try and dig up a new witness who might know something; or try and outwit a suspect through a clever interrogation.</p><p></p><p>In a RPG, though, <em>the "world" has no independent causal power</em>. So - in a "hidden backstory" game - if the GM hasn't authored any foot prints, there are none to draw inference from. If the GM hasn't authored any further witnesses, there are none to find. If the GM doesn't find my interrogation sufficiently clever or threatening or overbearing or whatever, then I don't outwit the suspect.</p><p></p><p>This is nothing like real life. It's very much as I described - the players declare moves for their PCs that try to trigger the narration of salient bits of info. (GUMSHOE strips out some of this through its "automatic clue" rule; but you can spend resources to get extra info narrated to you.) The GUMSHOE rules (I'm copying from p 52 of Trail of Cthulhu) actually make the process very clear:</p><p></p><p style="margin-left: 20px">Gathering clues is simple. All you have to do is:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1. Get your Investigator into a scene where relevant information can be gathered,</p> <p style="margin-left: 20px">2. Have the right ability to discover the clue, and</p> <p style="margin-left: 20px">3. Tell the Keeper that you’re using it.</p><p></p><p>In other word, you have to (1) declare moves that establish an appropriate fictional positioning for your PC vis-a-vis the hidden backstory, and (2)+(3) declare an action that will trigger the GM to narrate you some of that hidden backstory.</p><p></p><p>I'm not saying that this is or isn't fun, but I think it's clearly not all that agentic on the part of the player. The player is not establishing the content of the shared fiction; s/he is learning it by triggering narrations on the part of the GM.</p><p></p><p>This is a description of GM agency. It doesn't show any player agency, though. To the extent that the players have a reason to try to learn who the antagonist might react, that is more obtaining of hidden backstory from the GM.</p><p></p><p>The principal mysteries were <em>what happened, and why?</em> The answer to the first was known, by me as GM, ahead of time: <em>The manor became abandoned when the pending fall of Nerath to gnoll invaders (the downstream consequences of which have been a bit part of the campaign to date) led its wizard owner to go mad with the strain and kill his apprentices</em>.</p><p></p><p>The answer to the second was established during play, and the PCs learned it by piecing together clues that were also established during play: <em>the last work the wizard who owned the manor had been undertaking before he went mad was to try to find a way of harnessing the power of the Raven Queen without compromising the principles of his cult, in order to create more powerful defences by which Nerath might resist the invading gnolls - he snapped when his most religiously devout apprentice learned what he was doing and accused him of treachery</em>.</p><p></p><p>Other things that were unknown by the players and PCs at the start of the scenario, but were learned on the way through to solving the big mystery of <em>why?</em>, included that <em>the religion of the dead mage was a particular cult combining worship of Bahamut (god of the east wind and also of the dragonborn), Kord, Pelor and Ioun; and that <em>the burial practices of the cult had the intention of trying to avoid the dead being dealt with by the Raven Queen, instead going directly to Mount Celestia or Hestavar as exalted</em>.</em></p><p><em></em></p><p><em>These elements of the fiction were also established not in advance but in the course of play. Thus, as the post concludes, "I learned that while sandboxing might rely heavily upon exploration, exploration can be done without sandboxing. Most of the interesting details of the exploration were worked out by me on the fly, whether as needed or even in response to player actions (like the invisible ink)."</em></p></blockquote><p></p>
[QUOTE="pemerton, post: 7343485, member: 42582"] It's very little like real life. In real life I can, for instance, try and find foot prints and draw inferences from those; or try and dig up a new witness who might know something; or try and outwit a suspect through a clever interrogation. In a RPG, though, [I]the "world" has no independent causal power[/I]. So - in a "hidden backstory" game - if the GM hasn't authored any foot prints, there are none to draw inference from. If the GM hasn't authored any further witnesses, there are none to find. If the GM doesn't find my interrogation sufficiently clever or threatening or overbearing or whatever, then I don't outwit the suspect. This is nothing like real life. It's very much as I described - the players declare moves for their PCs that try to trigger the narration of salient bits of info. (GUMSHOE strips out some of this through its "automatic clue" rule; but you can spend resources to get extra info narrated to you.) The GUMSHOE rules (I'm copying from p 52 of Trail of Cthulhu) actually make the process very clear: [indent]Gathering clues is simple. All you have to do is: 1. Get your Investigator into a scene where relevant information can be gathered, 2. Have the right ability to discover the clue, and 3. Tell the Keeper that you’re using it.[/indent] In other word, you have to (1) declare moves that establish an appropriate fictional positioning for your PC vis-a-vis the hidden backstory, and (2)+(3) declare an action that will trigger the GM to narrate you some of that hidden backstory. I'm not saying that this is or isn't fun, but I think it's clearly not all that agentic on the part of the player. The player is not establishing the content of the shared fiction; s/he is learning it by triggering narrations on the part of the GM. This is a description of GM agency. It doesn't show any player agency, though. To the extent that the players have a reason to try to learn who the antagonist might react, that is more obtaining of hidden backstory from the GM. The principal mysteries were [I]what happened, and why?[/I] The answer to the first was known, by me as GM, ahead of time: [I]The manor became abandoned when the pending fall of Nerath to gnoll invaders (the downstream consequences of which have been a bit part of the campaign to date) led its wizard owner to go mad with the strain and kill his apprentices[/I]. The answer to the second was established during play, and the PCs learned it by piecing together clues that were also established during play: [I]the last work the wizard who owned the manor had been undertaking before he went mad was to try to find a way of harnessing the power of the Raven Queen without compromising the principles of his cult, in order to create more powerful defences by which Nerath might resist the invading gnolls - he snapped when his most religiously devout apprentice learned what he was doing and accused him of treachery[/I]. Other things that were unknown by the players and PCs at the start of the scenario, but were learned on the way through to solving the big mystery of [I]why?[/I], included that [I]the religion of the dead mage was a particular cult combining worship of Bahamut (god of the east wind and also of the dragonborn), Kord, Pelor and Ioun; and that [I]the burial practices of the cult had the intention of trying to avoid the dead being dealt with by the Raven Queen, instead going directly to Mount Celestia or Hestavar as exalted[/I]. These elements of the fiction were also established not in advance but in the course of play. Thus, as the post concludes, "I learned that while sandboxing might rely heavily upon exploration, exploration can be done without sandboxing. Most of the interesting details of the exploration were worked out by me on the fly, whether as needed or even in response to player actions (like the invisible ink)."[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top