Maxperson
Morkus from Orkus
I'm not sure you understand what I am saying. The claim is that if the DM makes a ruling and nobody says anything, negotiation still happened and it was approval by the group. If that's true, then when you say that your PC walks through the doorway into the tavern, negotiation happens then. And again when you ask for a drink. Every single decision point is negotiation, which waters the term down and renders it worthless.But ignoring that moment-to-moment assent is the driving force of creative collaboration, dismissing it as 'utterly worthless', will definitely cut off participants from being able to do anything else other than follow procedures inherited from tradition and assume that they will always 'magically' work and produce healthy creative collaboration. Historically, we have found that this is not true!
I prefer to refer only to actual negotiation as negotiation. If the player and I are in discussion over something, that's negotiation.
I only ever really played LARP Vampire and that was much more improvisational and so I didn't have those issues.I'm thinking RAW Vampire The Masquerade*, one the most deprotagonizing, uncollaborative systems ever. Players are given a good number of tools to manifest their protagonism, but their impetus is promptly cut off by a sloppy authority distribution scheme inherited from the "GM-as-primary-storyteller" tradition that follows AD&D. In this dynamic, every single player creative contribution in the fiction must necessarily conform with the GM's own vision of the fiction, which in turn usually conforms with the meta-plot concerns of the setting. These creative contributions can be easily vetoed off, or bent through illusionism.
GM as "keeper of the fiction" works in old school gaming because the agenda of that tradition requires it, and having players act as moral protagonists is not it. Even then, there are other arenas in which these games employ moment-to-moment assent.
When these "given and obvious" procedures don't work to suit our goals, people are confounded and start looking at the wrong things, missing completely what the underlying problem is. Turns out they weren't paying attention to the actual social mechanisms of how fiction gets built.
*This is not an attack on VtM players! If your VtM game was fruitful, I believe you. How did YOU overcome the shortcomings I described above?