What puzzles me is that the siege does not relate to the PC goal inside the city. It affects the city, but the goal of the players is not "interact with the city", it's "interact with the goal."
No. Upthread I suggested that you were conflating ingame and metagame. You rejected that suggestion, but I feel that in the bit I've quoted you are doing the same thing again.
The
PCs' goal is to interact with something in the city (the so-called MacGuffin).
The
players goal is to have a fun session while engaging with their PCs' goal.
From the point of view of the PCs, the siege is simply an annoying obstacle, as you say no different from the desert.
But from the point of view of the players, the siege is an interesting avenue to
their goal of having a fun session while engaging with their PCs' goal. It's a player resource. Just to give another example that I don't recall seeing yet in the thread, it gives them the opportunity to pass off their acquisition of the MacGuffin (assuming that's what's going on here) as a piece of random wartime looting.
If your point, and/or [MENTION=6681948]N'raac[/MENTION]'s, is that it can sometimes require deft GM judgement and real-time adjustments to properly deploy the distinction between "irrelevant distraction" and "interesting complication which the players can leverage as a resource", then yes, it can. That's why Eero Tuovinen, in describing the standard model of narrativist RPGing, talks about sheer GMing experience as being something which helps with determining what complications to put in the way of the players.
Sometimes I don't know if a complication is going to work until I try it in play. But if it's clear that it's falling flat, I don't stick to my guns come-what-may. I certainly don't wait for the players to activate the so-called "nuclear option", or hope that if I persist the players will come to see that it really is worthwhile after all! I take proactive steps to get things back on track. That's what Hussar's GM didn't do, in either case.
My own campaign, revolving around the cryptic 'Esoteric Order of the Golden Globe' would pass your litmus test. The villains are meant to be at least somewhat sympathetic.
<snip>
with a different composition and different players with different beliefs, and I'm not sure that they wouldn't eventually end up siding with the cult.
OK, though I'm not sure what to make of your use of the word "villain". This relates to our "poof, you're out of sim" exchange uphread.
The key for me is not that the players can play "evil" PCs, or align with the "evil" forces in the gameworld. That's completely compatible with sim play.
It's that what counts as
evil, or as
villainy, is itself up for grabs. I think it's in this thread that I mentioned the BW aesthetic as having existentialist or Nietzschean dimensions. This current point of discussion is an elaboration or amplification of that idea.
It's hard to come up with non-contentious illustrations, of course, but here's an attempt that draws on two RPG-ish action/adventure films. The movie Star Wars, in its account of Han Solo's joining with the rebels in the climax of the film, is (in my view) not an attempt to express or interrogate any significant moral or political problem. That there is a "right" way of doing things, of expressing the values of loyalty and justice in this case and that they are the only governing values, is taken utterly for granted. The film is fun, of course, but at least in this sequence sheds no light on any moral matter and makes no commentary on any interesting issue.
Contrast the climax to the film Hero, in which one of the protagonists allows himself to be killed by his beloved in order to try a prove, at one and the same time, both a point about political justice and loyalty (to the goal of peace via political unification) and interpersonal justice and loyalty (by refusing to fight his beloved). Her response is to then kill herself, by hugging him and thereby impaling herself on the same sword. This makes a further point about interpersonal justice and loyalty.
Whether or not one agrees with the views apparently conveyed by this climax (and they are subtle, so there is plenty of room for reasonable disagreement over what they might be), I think that it is obviously trying to engage the audience in reflection on what loyalty and justice demand of us. Part of the point of the confronting climax is to force such reflection. This is very different from Star Wars - obviously so, in my view. Star Wars, in the Han Solo "redemption" sequence, is not trying to force reflection. In fact, if the audience does not bring a presupposed notion of the requirements of loyalty and justice to the scene, it may well fall flat.
Narrativist play is, among other things, about letting the players do the "Hero" thing - of making a commentary, be it good or bad, moving or perhaps bathetic, about some theme or value or ideal. (Ron Edwards tends to focus on moral ideals in his express definition, but that is too narrow by the lights of his own elaboration and examples: The Dying Earth, for instance, is correctly classified by him as a narrativist-oreinted game, but in my view it's not about moral commentary but aesthetic commentary.)
Hence the importance of avoiding Star Wars-style prejudgement or presupposition, in narrativist play. Describing a certain group in your campaign world as "villains" hints to me of prejudgement, but perhaps you are simply meaning something like "recurring enemies of the current PCs".
In other words, whether or not this is color or a test depends to a certain extent on whether it is reasonable for the character to accomplish given the character's resources? Or in other words, in 3e terms, can you accomplish this by taking 10? (or by taking 1 or 0!)
It is not really analogoue to take 10, no. Take 10 is about average performances without pressure. Whereas the idea in "say yes" - which is not so well elaborated in BW as in other games (esp HeroQuest revised and to a lesser extent MHRP), but is at least present in incipient form in a passage of the Adventure Burner that I didn't quote - is a "genre credibility test". So in 3E terms the nearest analogue would be taking 20 (and assuming max damage if we're talking about a combat) but without understanding this taking 20 as corresponding to retries within the fiction (which is the orthodox understanding of taking 20 in 3E).
It's not "can this person do this on a good day with a bit of luck"? It's "would it violate genere credibility for this to be free narrated"? As the current exchange between [MENTION=99817]chaochou[/MENTION] and me indicates, there can be table differences over who has primary responsibility for applying the test. The texts of HQrev and MHRP both locate the responsibility in the GM, but clearly as chaochou has indicated it can be thrown back to group consensus. (Though as I replied, in a crunchy system like 4e or BW this may sometimes lead players into conflicts of interest).
This kinda gets to the heart of one my objections to handwaving the hiring process or hand waving the travel across the Abyss. I'm quite glad to handwave them if the PC resources or such that the process has a trivially easy outcome. I hesitate to handwave something if it doesn't. I might still handwave it, but the fact that the PC's face hardship, danger, and difficulty is a mark against handwaving them.
This preference/inclination is why [MENTION=22779]Hussar[/MENTION], [MENTION=6696971]Manbearcat[/MENTION] and I are seeing your GMing inclinations as primarily, perhaps fudamentally, simulationist. Your criterion for "saying yes"/"handwaving"/"free narration" is about ingame causal relationships and possibilities. You are assessing the risk of hardship, danger and difficulty by reference to the ingame causal likelihoods as revealed by the game mechanics and their interactions with the PCs' established resources. (At least this is how I read what I have just quoted. Perhaps I've misread, but it seems pretty clear to me.)
That is rather independent of whether I am going to make the scenes therein relevant to player goals.
As is often the case, much depends on the details of play and context.
Upthread, for instance, [MENTION=6681948]N'raac[/MENTION] suggested that if the desert is going to be handwaved, it may as well be a pleasant meadow. My reply is that sometimes we want a desert as colour, but don't want to muck around with all the mechanical resolution that a desert could entail, because the desert is not the point: it's a backdrop to something else. Now here are 3 options: (1) include the backdrop that we all want; (2) include play focused only on what we're all interested in; (3) resolve, in mechanical detail, all actions that, by the lights of the game's action resolution mechanics, have a chance of failure that is procedurally consequential (eg risk of death or injury, noticeable resource depletion, etc).
How do different games and styles deliver on these options? As [MENTION=6688858]Libramarian[/MENTION] and I discussed on another fairly recent thread, very trad dungeon-crawling D&D delivers on all 3, by including as backdrop only whacky underworlds or mad wildernesses where every path the PCs might take will deliver over-the-top Gygaxian action.
But loosen up your constraints on backdrop - eg allow deserts, or oceans, or cities - and the pressures change. You can only get all 3, at that point, if (2) - the things we're all interested in as a focus of play - is expanded to encompass any procedural challenge the PCs might confront. As best I understand [MENTION=6681948]N'raac[/MENTION]'s position in this thread, it is that
this understanding of (2) is the default way of playing D&D, or perhaps all RPGs, and is perhaps (? I'm less confident here in interpreting N'raac's posts) the only tenable way of RPGing.
[MENTION=177]Umbran[/MENTION]'s idea of "meaningful choices" defined in more-or-less procedural terms also seems to take a similar view of (2).
"Say yes" play becomes relevant when (1) - the backdrop - is loosened up, so the gameworld is not gerrymandered into "adventureland" in trad dungeon crawling fashion, while (2) is narrowed, so that "the things we're all interested in as the focus of play" is not just "whatever happens, as determined by action resolution procedures appied and adjudicated by the GM", but something much more specific. "Say yes" reconciles the latent tension between (1) and (2) by providing a methodology for dispensing with (3). (On its own it's probably not enough. For instance, BW combines it with "Let it Ride" and "Intent and Task"; 4e is a bit different from BW, but has very scene-focused resolution and consequence mechanics. RM is unhelpful for this approach because even if the GM wants to say yes, the resolution and consequence mechanics keep telling you "You can't just say yes, because that would not pay sufficient regard to all the mechancial consequences that are flowing from that previous episode of resolution".)
You keep saying things like that, and maybe I'm not clear on how BW works. Is the expectation that at the beginning of each session the group will outline the agenda of play, se out the scenes that are going to occur and then signal whether something is at stake in each one?
No. The expectation is that, at the beginning of each session the players will have set Beliefs for their players, coordinating with one another (eg creating possibilities of riffing off one another's beliefs for synergy or conflict) and with the GM (at a minimum, the GM needs to know what the Beliefs are).
The players will then declare actions in pursuit of their Beliefs. Of course this depends upon appropriate positioning within the fiction (eg I can't set out to kill my nemesis if I don't know where my nemesis is), but the set-up and PC gen stages of the (pre-)game will have taken care of this (eg my nemesis will be named as one of my Relationships). The players also have resources to further establish that positioning (eg Circles for bringing desired NPCs into play; Wises for bringing desired backstory facts into play).
In response to this, the GM will narrate complications, following the adage of "going where the action is". The GM will also narrate colour, as part of the general function of preserving immersion and shared pleasure in the fantasy genre. So if the players declare "We're off to the lost tomb to kill my nemesis the lich king and recover my comrade's stolen heirloom", the GM might narrate some colour ("You enter the mountains and cross a bridge over a chasm; you know you're close now, as this is clearly the notorious Bridge That May Be Traversed But Once."). And a player might even riff on that colour ("I don't pay any heed to those old fables! My Legolas-clone dances along the bridge railings in his typical carefree fashion.").
And then we get to the real action - the Lost Tomb. And that's where mechanically driven, dice-rolling play happens.
Of course, it might play out differently. Maybe the GM decides that the lich king will sally forth and fight the PCs at the bridge - wielding the treasured heirloom against the PCs! At that point the bridge and chasm aren't just colour any more, and the dice will come out - apart from anything else, it would be almost mandatory in that scene for the heirloom to be at risk of falling down the chasm! And how can we tell? Because now Beliefs - about defeating the lich king, about recovering the heirloom - have been directly put into play.
How does the player decide nothing is at stake? All I see is the player can signal the sort of things that they want to be at stake in a not particularly descriptive manner, and its up to the DM to interpret - hopefully with the players help - what sort of things relate to those stakes.
The player's decision happens prior to the scene framing. (BW players may rewrite Beliefs and Instincts freely, but the GM is expressly empowered by the rules to defer such changes if they seem an attempt to leverage an advantage in a scene, or to squib from a confrontation that the GM has just framed.)
If the GM isn't certain what would count, or what the player has in mind, s/he is expected to ask - and, if it would be helpful, to work with the player to increase the Belief's focus, its synergies (if the player is aiming for some), its conflicts (if the player is aiming for some), etc. There's no intention that the GM be working blind - the whole point is for everyone to be on the same page, so that the sorts of experiences [MENTION=22779]Hussar[/MENTION] is complaining about (desert crossing, job interviews) can be avoided.
pemerton said:
If the GM has misjudged that, the player will let him/her know! Per BW core rulebook,
Use the mechanics! Players are expected to call for a Duel of Wits . . . or to demand the Range and Cover rules in a shooting match with a Dark Elf assassin. Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving!
Again, that's strikes me as an interpretation by you. What you claim to find in the text, I'm not seeing as being clearly there.
What can I say? The intention of the text strikes me as crystal clear. BW - and not just the core book, but the whole 5 books taken together (Core, Character Burner, Monster Burner, Magic Burner, Adventure Burner), are among the clearest and most coherent RPG books I've ever read. I only wish WotC could write rules and advice with half the clarity of intention and purpose.
So suppose, at the Brige That May Be Traversed But Once, the GM narrates a snivelling, toll collecting Keeper. The GM intends this to be just a colour encounter - playing the Keeper for a couple of minutes will allow a bit of build up of what is coming, let the players get revved up for taking on the tomb and the lich king, etc. The GM's thought is that if one of the players declares an attack against the Keeper the GM will just say yes. It's all just intended as colour.
But then one of the players takes it differently. "I've heard rumours of the toll collector - it's said that he knows the secret path into the inner tomb." And then calls for a test of Folklore, or Tomb-wise, or Bridge-wise, or Toll-wise, or some other relevant skill to see if this is true. The GM sets a DC, the player rolls. Suddenly we've moved from mere colour to sustantive resolution. (The Adventure Burner discusses in detail how player and GM are to negotiate which skill is tested, and how the GM is to set DCs.)
Suppose the player succeeds on that check. The rumour the PC has heard is true. "Now," says the player, "I'm going to wrest that secret out of him! Keeper, tell me your secret and I'll spare your life! Otherwise it's forfeit, and may the lich king claim your worthless soul!" And we're into a Duel of Wits, and/or a melee if either player or GM escalates in such a fashion.
And so on.
Now if the GM likes the idea of the Keeper knowing a secret entrance, s/he could just say yes. But better would be to require the check, and then - if the check fails - to trade on intent rather than task. (This advice is in the core rulebook, and also the Adventure Burner.) So the PC succeeds at the task - s/he recollects a true bit of folklore - but fails on hhis/her intent, because it doesn't work quite as desired. Perhaps the GM narrates "Yes, you've heard such stories - they say that the Keeper does know a secret entrance, but that it can only be whispered in the silent tongue of the dead, and heard by those as deaf as the long-departed." Now the PC (and the player) has a choice - is he prepared to deafen himself in order to learn the secret way in?
(The example in the Adventure Burner is actually tighter than mine. The player tests Trial by combat-Wise to establish the truth of the proposition that, prior to his PC's friend and enemy duelling, each will drink a cup of wine as custom demands; his purpose is to lace his enemy's cup with poison. On a failure the GM narrates "Yes, each drinks a cup of win - the cup handed him by his opponent!" Now the PC (and player) has to respond to a fairly drastic complication, namely, that his friend is being handed poisoned wine to drink. I welcome any advice on how to tighten my complication above, given that I quite like The Bridge That May Be Traversed But Once and its Keeper and toll collector, and might use them in my own game!)
I'm not sure I really believe that. I suppose that is true if the GM is really a worshipper of the text and hidebound to it, but I've always looked at the text more as guidelines than rules and the players wishes as weighing at least as much as the rules. I expect GMs to be creative and flexible.
Sure, so do I.
My point is that, in BW, I can bring the lich king into being as my nemesis by purchasing an appropriate Relationship and writing an appropriate Belief. And then I can set off to confront the lich king - whose geographic location wthin the setting will have been established as part of prep.
Whereas, in 4e, I can make Orcus my nemesis by building my PC as a paladin of the Raven Queen, but there is no mechanical device whereby I can bring 1st level Orcus cultists into being - I am dependent upon the GM exercising his/her authority over backstory in that respect - and nor is there any mechanical device whereby I can set off to confront Orcus, given that 1st level PCs can't, in 4e, travel to the Abyss under their own steam.
This is just one respect in which the different approaches to scaling across the two games (BW none, 4e lots) has an impact on the viable approaches to play that they support.
Well, in point of fact, that does happen in the scenario that Hussar wanted to skip.
I didn't get the sense that, in their arrival in the wasteland, the PCs were confronted by a friend/nemesis. It seemed to me that they had to first engage the desert - and in a more than hand-waved fashion - for that to take place. At least as Hussar's GM was running the scenario.
a GM that finds the player's stated belief ridiculous is likely to stage the scenes that challenge that belief in a way that make the character a comic and ridiculous figure, even if the GM is not being intentially vindictive. Some players may really enjoy that, but some may not. A truly great player might even find a way to display his nobility in such a way that those that ridicule him are made to look vulgar, and he kingly even in his humiliation. But often I think based on experience that level of depth is going to be beyond the player, and what you'll end up with is a player frustrated despite the GM following the letter of the BW rules and guidelines.
I find the example a bit odd - how can a GM, before play has even commenced, find a PC a figure of tragic comedy rather than noble potential? But in any event the whole point of pre-play discussion and coordination is to make sure that everyone is on the same page.
As I posted upthread, a BW GM who started framing scenes for the peasant-who-would-be-king player, whilst having the attitude that the Belief is ridiculous, would be wasting everyone's time.
(In The Dying Earth it might of course be a completely different matter, but The Dying Earth has a very different sensibility from BW. BW takes its fantasy pretty seriously. It's motto is "Fight for what you believe", not "Laugh at yourself for what you believe".)