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Why I don't GM by the nose

Ah, but did he say that what he said was what you said he didn't say? Or did he merely claim that he didn't say what you said he said? And if he had said that, would you say that what he'd said was correct, or was he wrong in saying what you may have said he never said but would have said if you hadn't said it?

The pellet with the poison's in the Krensky with the Penske. The brew that is true is the quote in a boat.

Why a boat?

Because it'll hurt more.

[SIZE=-2](Do we feel that putting something I didn't say into a quote box was Krensky revealing that he was pranking us all along? Or just clueless irony?)[/SIZE]

If the DM had nothing at all in mind when he described that courtyard where nothing is happening, he has just wasted five minutes of my life.

Face, meet palm.

This is actually kind of fascinating to me. I've certainly encountered players in real life who have a predilection towards being led around by the nose, but the belief being professed by several different people in this thread that all action must originate with the GM is truly bizarre to me. Surely no one actually plays the game this way? I'm having difficulty even imagining what playing at a game table like that must look like.

Of course, you're also claiming that your GM speaks at the rate of 1 word every 5 seconds. I'm finding that kind of difficult to believe, too. (The average rate of speech is 12x faster than that.)

Here we see the end of the beginning of the end in this thread. Too much borderline obnoxious behaviour ends up in threadbanning, especially since I've made a general warning in this thread earlier.
 
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Player: I try to jump across the pit.
DM: Make your jump check, DC 15.
Player: (rolls) I got a 12.
DM: You fall in the pit. Take 13 damage.

Let's take this same example and actually remove all the power the player has:

......

Man, that's boring.

Okay, let's instead transfer the power the player has and give it to the GM:

GM: You see a pit. You try to jump over it. Make your jump check.
Player: 12.
GM: You fall in the pit. Take 13 points of damage.

Or I suppose we could take a peek at Malenkirk's table:

GM: You see a pit. What do you?
Player: (picks his nose) I dunno... Umm... I guess I make a Dungeoneering check to try to figure out whatever you had in mind for the pit. (rolls dice) 15.
GM: You should try jumping over the pit.
Player: Okay. I do that.
GM: Make your jump check.
Player: 12.
GM: You fall in the pit. Take 13 points of damage.

How many different ways do we need to spell out the word "choice" before you acknowledge it?
 

Face, meet palm.

This is actually kind of fascinating to me. I've certainly encountered players in real life who have a predilection towards being led around by the nose, but the belief being professed by several different people in this thread that all action must originate with the GM is truly bizarre to me. Surely no one actually plays the game this way? I'm having difficulty even imagining what playing at a game table like that must look like.

1-The expression 'Face, meet palm' is juvenile.

2-If the DM has described a pointless courtyard, he is leading his PCs by by the nose. He led them into a pointless courtyard. Because I guarantee you, I didn't ask to go there! If the DM had listened to me, I'd be at court, or hunting a beast or whatever feels right.

3-I never professed all actions originate from the DM. The scene originates from the DM. The Players act in it. If the DM sets boring scene, you got a problem.

I keep saying I would want out of such a useless scene as fast as humanly possible and you keep saying I like being led by the nose. Let's say I cared about your approval, how could I earn it? Have my PC sit down under the tree, eat an apple and start singing? How is having my PC immediately lockpicking the door and getting away from that courtyard where nothing is happening the equivalent of 'wanting to be led by the nose'?

Of course, you're also claiming that your GM speaks at the rate of 1 word every 5 seconds. I'm finding that kind of difficult to believe, too. (The average rate of speech is 12x faster than that.)

Hum... feels like a situation where a certain juvenile expression could come in handy.
 

The pellet with the poison's in the Krensky with the Penske. The brew that is true is the quote in a boat.

Why a boat?

Because it'll hurt more.

[SIZE=-2](Do we feel that putting something I didn't say into a quote box was Krensky revealing that he was pranking us all along? Or just clueless irony?)[/SIZE]

Ah, petty insults. Nonsensical ones at that.

Thank you for proving my point.

My statements beliefs are completely honest and sincere, and are formed from years of experience gaming and of study of the nature of power in politics and other human relationships. I reduced your comment to 'stuff' because, frankly, there was no point in answering them since I'm sure you'd find some other way to avoid actually responding to the arguments I made.

Sadly, people tend to reject honest discussion of the nature of power since the lies told to them by the powerful are so comforting.
 

Han shot first because he was straight out told that if he didnt pay up (which he couldnt do at the time) that he would be killed and his ship taken. At that point shooting first really doesnt matter anymore, its basic self defense.

Oh and by the way, Han Solo was never a self interested rogue. While he may on ocassion talk like one and try to present that image you will find that the reality of his actions in the movies and in the massive amount of books written about him say the complete opposite.
Consider for a moment that I'm a guy who never saw anything but the movies, liked the first one and the scenes on Bespin in the second but thought the rest of the film series was dreck, never read a single written word about Han Solo in any of the novels or comic books, and didn't watch the Christmas special.

Then re-read my statement in context, which is to say, both sentences.

Now tell me, was there really anything not clear about my meaning?
 

This is actually kind of fascinating to me. I've certainly encountered players in real life who have a predilection towards being led around by the nose, but the belief being professed by several different people in this thread that all action must originate with the GM is truly bizarre to me. Surely no one actually plays the game this way? I'm having difficulty even imagining what playing at a game table like that must look like.
2-If the DM has described a pointless courtyard, he is leading his PCs by by the nose. He led them into a pointless courtyard. Because I guarantee you, I didn't ask to go there! If the DM had listened to me, I'd be at court, or hunting a beast or whatever feels right.

3-I never professed all actions originate from the DM. The scene originates from the DM. The Players act in it. If the DM sets boring scene, you got a problem.

I keep saying I would want out of such a useless scene as fast as humanly possible and you keep saying I like being led by the nose. Let's say I cared about your approval, how could I earn it? Have my PC sit down under the tree, eat an apple and start singing? How is having my PC immediately lockpicking the door and getting away from that courtyard where nothing is happening the equivalent of 'wanting to be led by the nose'?
Mal, your reply here makes sense to me.

The way I approach the game (almost always as a GM) is this: the players don't only want their PCs to act - they want their PCs to act in a way that is meaningul both from the ingame perspective, and from their own out-of-game/metagame/gameplaying perspective.

Therefore, as a GM, when I design a part of the gameworld - a place, a creature, an NPC, a nefarious plot, whatever it might be - and whether I do that in advance or (as often happens given my frequent lack of prep time) on the fly, I try to make sure both (i) that it gives the PCs an opportunity to act - a pit to jump, a lock to pick, a statue to investigate, or whatever it might be - and (ii) that in undertaking these sorts of actions the PCs will have made and acted on a decision that is meaningful in both the sense noted above.

That doesn't mean that I've predetermined what the players' or PCs' responses will be.

For example, if I have a player whose PC is a priest of the Raven Queen, then when it comes time to stick a random statue in a crypt and describe it to the players I am more likely to choose a statue of Orcus than a statue of Melora because not only does a statue of Orcus provide the same range of actions as a statue of Melora - break it, look under it, cover it in a shroud, walk on past it indifferently, etc - but it provides an additinal range of options, such as channeling divine power from the Raven Queen to cleanse, and it also means that whichever action the player has his/her PC take, the consequences are likely to be meaningful for that player - because by choosing to play a priest of the Raven Queen, the player has signalled that elements of the game dealing with death and undeath are meaningful to him/her.

When I think of the GM's role in originating scenes in D&D, this is the sort of thing I think of. (Other games have more formal rules for linking the setting of the scene to various elements of the PCs, either by directly empowering the players in scene setting or by obliging the GM to include certain elements that are drawn from the PCs. D&D doesn't.)

I know from experience that it is possible to run a sandboxy game in which the constraints on scene-setting are derived more heavily from considerations of gameworld consistency, hence making metagame considerations - such as what the players might find interesting - less important. Also in my experience, this sort of game obliges the players to work harder to "find the adventure" - if they want to find statues of Orcus to respond to, they will have to hunt out the Orcus cult rather than rely upon the GM making sure an Orcus statue turns up in the very next crypt visited.

I used to prefer this sort of play because I though it better served a goal of verisimilitude. I also played a game that tended to encourage this sort of play through its action resolution system (Rolemaster). Now I tend to dislike it for the sorts of reasons that Mal gives in the quote above. I like to frame scenes a bit more aggressively in order to cut straight to the chase (or at least to my best guess of where the chase might be found - every GM can have a bad day where you think a scene will excite the players but in fact it doesn't).

I think this issue of sandbox approach to scene framing vs more metagame-y aprroaches to scene framing is pretty orthogonal to the issue of player power or leading players by the nose. In a good sandbox, the GM has a large degree of power, because they tend (in the typical sandbox game) to describe the world and adjudicate attempts by the PCs to move through it. The players obviously have some power - they can initiate actions for their PCs. In a sandbox game in which powerful scrying and movement magic is available, the players gain more power as their PCs have a much wide field of action within the gameworld.

In a good game with hard scene framing the GM has a large degree of power, because they get to originate the scenes, but the players also have some power - they have a major influence over how any given scene resolves, and they also have at least indirect influence over scene framing in the first place, because a good GM will be building scenes that pick up on elements of the PCs that the players are keen to explore further in the game.
 

I certainly didn't want to imply that there were games which didn't provide players with this level of authorial control over the campaign.

Just that D&D isn't one of them.
I don't entirely agree with this. At least as I read the 4e PHB, players get to choose a race, a class, a paragon path and an epic destiny for their PC. This all sets some parameters on the gameworld, which the GM is not free just to ignore.

I know some people contend that the GM is always free to veto any given race, class, PP or ED. But this isn't written into the PHB. (It may be in Essentials. I haven't seen those players' books. If it is, it would be yet another reason why I like the technical design of Essentials but dislike the feel of the RPG it describes.)

The 4e rules (in Essentials as much as the earlier books) also make it pretty clear that it is up to the players to choose quests for their PCs to pursue, and that when conflicting quests are on offer the players get to choose between them. This pretty much presupposes that the players have some degree of power in resolving the situation, just as much as it presupposes that the GM has a high degree of power in setting up the situation ("originating the scene", as Mal put it upthread).

I'm still rather confused how BOTE can think that the DM doesn't control the game and have all the power.

Player: I jump over the pit.
DM: Roll a check, DC 15
Player: I rolled a 12
DM: You fall in the pit.

At what point did the player have ANY power? The player at no point can declare any action completed. Heck, the DM can arbitrarily jack up the DC to make success impossible.

When does the player get the power to reduce the DC without the DM's say so?
I think that part of the point of 4e's DC-by-level guidelines and skill challenge rules is to put constraints on this sort of exercise of GM power. So if the players chooses to have his/her PC jump over the pit (which, as others have said, is itself a type of exercise of power) then the GM is not free to arbitrarily jack up the DC. And the maximum number of succcesses that can be required in the context of a serious non-combat challenge is 12 before 3 failures.

There is some stuff in the DMG2 that contradicts this, canvassing the setting of DCs by the GM at high or low levels in order to facilitate plot development (bizarrely enough, written by Robin Laws) but no effort is made to explain how to integrate those remarks (which are much more apposite to HeroQuest and its systematic mechanical approach to the pass/fail cycle) with the standard 4e mechanics. So I prefer to treat them as non-canonical!

EDITED TO ADD: If, as GM, you think the game will be better - more interesting, speaking more immediately to the players' metagame concerns, giving the players a more engaging field of action for their PCs - by having them fall into the pit, then don't tell them they see a pit, get them to roll, and then retrospectively set the DC so that they fail. Originate the scene with the PCs at the bottom of the pit! Conversely, if you're pretty sure your players don't want to play in a game, or a session, or whatever where they start at the bottom of the pit, then you should be letting them use the action resolution mechanics to avoid that outcome, which makes fudging or abitrary jacking up of DCs redundant. And if you can't think of anything interesting happening if they cross the pit (or, conversely, if they fall into it) then what the hell was the pit doing in the gameworld in the first place?

(This is the Trail of Cthuhlu approach to investigation - the players find the clues if they arrive up on the scene, and the real action is in interpretation/elaboration of those clues - transposed to an action/adventure game like D&D. If a given event is a necessary condition of action or adventure, then it's not something that should be left to the vagaries of the action resolution mechanics. And there shouldn't be any need to pretend otherwise.)
 
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Totally agreed. But, I don't have to go that far to show that the DM has 99% of the power at the table and about the only power the players have is voting with their feet.

Again, take the following example:

Player: I try to jump across the pit.
DM: Make your jump check, DC 15.
Player: (rolls) I got a 12.
DM: You fall in the pit. Take 13 damage.

At no point can the player declare that he succeeded. Heck, until he rolls the dice, he can't even truly say that his character has started jumping.

So, in the above situation, what power (besides voting with your feet, we both agree that the extremes are there) does the player have?

In this particular scenario, what power does the DM have? As far as I can tell, the DM set a challenge; the player declared an action to resolve that challenge; the DM set a condition for the player to meet; both parties agreed to abide by an independent arbiter (the dice) to resolve said challenge.


  1. The DM exercised his power in creating a challenge and setting the conditions to overcome said challenge.
  2. The Player exercised his power in choosing to engage this challenge and how.
  3. Both transferred their power to an independent arbiter to resolve this challenge.
The player has the power to choose to engage a challenge, how to engage the challenge, and whether to agree or disagree to a means to resolve the challenge.
 

If the DM had nothing at all in mind when he described that courtyard where nothing is happening, he has just wasted five minutes of my life.
So the DM is never supposed to throw out a red herring; to describe something that's in fact completely mundane in order to throw you off the track?

It gets mighty predictable (and thus, gawdawful boring) if you can tell something's relevant and-or needs to be examined closer only because the DM bothered to describe it.

I'm going to go out on a limb here and guess that richness of setting doesn't matter much to you.
Mal Malenkirk said:
If the DM has described a pointless courtyard, he is leading his PCs by by the nose. He led them into a pointless courtyard. Because I guarantee you, I didn't ask to go there!
Maybe the DM led them there. Maybe the PCs decided to go there on their own, or going there made sense for whatever reason. Maybe the DM doesn't want the PCs there at all. You've no way of knowing until after you've interacted with it - note that said interaction *can* consist of turning around and leaving - and observed results if any.

What I simply don't understand is the reluctance to allow the DM to flesh out the game world and-or to throw a few curveballs at you.
The Shaman said:
Heroes bore me. Give me self-interested rogues any day.
I actually prefer a mix: some who want to be heroic, some who are only out for themselves, some who just want to raise hell, an occasional psychopath - mix well, serve, and watch. :)

Lan-"I've played all of these, many times each"-efan
 

Just to go with this courtyard analogy. As a DM I would describe the courtyard to the players even though I have no immediate use for it. My reason would be that a player could decide to stop before going on to the lord's court and do something in said courtyard. Maybe the party rogue is looking for a possible escape route if deliberations turn sour. Depending the scenario maybe the fighters think that holding off an invading force in the courtyard might be a good idea and need to know size, ways in and out, statues and walls that could be cover.

If the DM only describes things that are relevant all the time the game would be rather boring.

"Jim has just described that door, must be worth investigating."

A description of an area that the players are passing through (said courtyard on way to the local lord) doesn't need to be in depth but should be there for the world immersion.

I'm not saying that any one way is right or wrong but I think more roleplayers would prefer the description than not.
 

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