Abraxas
Explorer
I find that approach unsatisfactory. YMMVAADThat's not the only approach. Many games, for instance, use metagame rationing (4e, Marvel Heroic Roleplaying, Maelstrom Storytelling, HeroWars/Quest, and many others).
I find that approach unsatisfactory. YMMVAADThat's not the only approach. Many games, for instance, use metagame rationing (4e, Marvel Heroic Roleplaying, Maelstrom Storytelling, HeroWars/Quest, and many others).
[MENTION=22779]Hussar[/MENTION] has made it clear that the point of summoning the huge centipede was to circumvent the desert trek. That is, he as a player was hoping to reframe the current ingame situation, from one of "How do we cross the desert?" to "Now that we've crossed the desert, how do we achieve our goal?".Hussar has admitted and repeatedly asserted that this plan's purpose was to change what the story was about. Moreover he's confessed that if his plan to change what the story is about is thwarted, he's going to get 'shirty with the DM'. He has repeatedly admitted that this tactic was to force the DM to handwave the travel through the desert. In other words, all his recent protests about how he wasn't trying to steal narrative authority from the DM don't hold water. We have a whole thread about him admitting to doing that very thing.
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What's really troublesome about this is that having offered a plan he thought both foolproof and unbeatable (unless the DM cheats), and which further more he believed signaled that he didn't want to play in the desert, that not only must the DM respond to his proposition, "Ok, you make it across the desert without difficulty.", but if the DM responds in any other way, such as, "Ok, you begin riding the giant centipede across the desert. You find it rather difficult to hold on to its smooth chitinous back. Ahead you see the terrain becoming more rugged, and a steep wadi cuts across your immediate path to the north.", that the player is perfectly in the right to get 'Shirty' about it because the DM has ulterior motives and is cheating and is a jerk and so forth and so forth. My problem is precisely that that player has asserted virtually unlimited narrative authority, and is willing to go OOC and get angry about it to back up his claim to authority.
Narrative control in D&D isn't the sole purview of the DM.
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the player concedes to the DM rights to create the setting, to play out the NPC's, and generally govern everything external to the player's character. The player can no more dictate outcomes to the DM, or settings to the DM, than the DM can tell the player what to do.
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a player who thwarts the DM by announcing that the conjuring of a giant centipede leads to the logical outcome 'we get across the desert without playing through the journey' and who is essentially arguing for the viritually unlimited player right to set bangs and scene frame is failing to trust the DM.
If you don't even want to play out the details arising from your own propositions, you don't need me at the table. You can call out propositions and announce the outcomes without me, because at that point I've been excluded from the game anyway.
I think that here you are running together action resolution and scene framing.If you set your own goals and recieve, "Yes, and then..." as a responce to your propositions (as opposed to, "No, you can't do that."), I think that you are being dealt with fairly. If you set your outcomes, then you don't need a DM.
I guess that would be one way of doing it. Another well-known technique is that of "say yes or roll the dice" - that is, crossing the desert or passing through the labyrinth is handled by fairly speedy free narration, and the action is recommenced in a situation that is engaging to the players.If the players actually signalled clearly and respectfully that they had no interest in travel, I'd probably only be able to accomodate that by having teleport portals arranged around the world to provide a reliable way to get from A -> E without actually having to make assumptions about B,C, and D in between. You can't just say that 'Hey, we crossed the desert'
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Crossing a desert and going through a labyrinth are part of stealing the Sorcerer-King's artifact. If there wasn't significant challenge in stealing the artifact, why hasn't someone done before (again, my simulationist default perspective)? So you say, well, I just want to get it from the Sorcerer-King's tomb. Ok fine, but the Sorcerer-King's tomb is a large trapped filled dungeon. Now the PC says, "Well, I'm not interested in dungeon crawling either." So are we to have teleport portals leading from the square outside the Inn in town, directly to the inner sanctum of the Sorcerer-King's tomb?
Speaking as a player for my part, my RPGing rarely involves leaving the living room. So the real question is, what bits of my PC's imaginary life am I interested in dealing with in any detail? And as with Hussar, the trek across the desert is probably not one of them. As to whether it is anticlimactic to free narrate the corssing of the desert, not as such, no. The Indiana Jones movies free narrate plenty of travel (with doted lnes over maps). Citizen Kane doesn't show us the journalist travellingto New Jersey or Florida. Yet there are plenty of climaxes in these films.the value of stealing Sorcerer-King's artifact is directly proportional to all the difficulties that were overcome in getting the artifact. If I don't have to cross a desert, navigate a deadly dungeon, fight deadly foes, solve a riddle and wrest the artifact from the Sorcerer King's undead hands, isn't all just rather anticlimatic and meaninglesss?
Obviously this is not a point on which there is universal agreement, as far as RPG preferences and techniques are concerned. For instance, when I am GMing I rely all the time on signals sent by the players as to what is or is not interesting to them.I handwave things all the time in order to cut to the chase. But players are no position to make that judgment, because it requires knowledge of what's in the desert.
Of course not. As I said in my reply to Celebrim above, a big challenge in being a GM - especially if the game is built fairly self-consciously around scene-framing - is to set up situations that will be fun to play.That doesn't prevent you from having a challenge that one or more of the players finds un-fun.
If you mean "what does one do in general?" I would say it depends heavily on what system resources are available to the GM.What do you do in the middle of a scene when it becomes obvious some one at the table isn't having fun?
I don't think it matters what the game is built around, setting up fun situations should always be the goal. If not why in the world would anyone play?Of course not. As I said in my reply to Celebrim above, a big challenge in being a GM - especially if the game is built fairly self-consciously around scene-framing - is to set up situations that will be fun to play.
To some extent there's no substitute for experience, but I think system can help quite a bit as well.
That's not what I meantIf you mean "what does one do in general?" I would say it depends heavily on what system resources are available to the GM.
So you would try to cater to that one player even if the rest of the group didn't have the same feelings?If you're asking me what do I do as a GM who is running 4e, I take advantage of the resources the game gives me - most centrally, choices about what NPCs/monsters do - to try and change the circumstances of the player's PC, so as to change the real-life situation of that player.
[MENTION=22779]Hussar[/MENTION] has made it clear that the point of summoning the huge centipede was to circumvent the desert trek. That is, he as a player was hoping to reframe the current ingame situation, from one of "How do we cross the desert?" to "Now that we've crossed the desert, how do we achieve our goal?".
D&D traditionally has many mechanics which have more-or-less this function: flight (at least in some modes), teleportation, ultra-high Perception bonuses (reframe scenes from "How do we find?" to "What do we find?"), ultra-high Diplomacy bonuses in 3E (reframe scene from "How do we deal with this troublesome NPC?" to "What does this NPC do to help us?"), etc.
There is a serious design question about whether it is good to hide scene-reframing capabilities inside what are generally action-resolution mechanics. For instance, it produces the sort of confusion/conflict we are seeing in this very thread - a player like Hussar tries to reframe the scene to avoid having to engage in action resolution with a scene s/he doesn't like, and the GM responds by treating the reframe as a move within the previously framed scene rather than an attempt to move to a new scene.
But the real issue is - who gets to control scene framing? If the game's answer is "The GM" then there is a huge onus on the GM to frame decent scenes. And if the players are using their resources to try to reframe towards scenes that they find more interesting, I personally don't blame them for that!
And he is under no general obligation to "trust the GM". In the labyrinth example, he's talking about 20 hours of play. GMs earn trust by framing scenes that their players want to engage. And by recognising signals to the contrary - such as the summoning of giant centipeds to avoid having to actually play out the trek across the desert.
I guess that would be one way of doing it. Another well-known technique is that of "say yes or roll the dice" - that is, crossing the desert or passing through the labyrinth is handled by fairly speedy free narration, and the action is recommenced in a situation that is engaging to the players.
Obviously this is not a point on which there is universal agreement, as far as RPG preferences and techniques are concerned. For instance, when I am GMing I rely all the time on signals sent by the players as to what is or is not interesting to them.
As for things being in the desert - if the players summon a huge centipede, and there is (say) a hidden temple in the desert that I think would be interesting for them to encounter, it's pretty easy to narrate "After X days of hard riding on your summoned centipede, you see some worked stone sticking out of the desert sands in front of you."
Not necessarily - obviously juggling conflicting preferences requires nuance and is highly context-sensitive.So you would try to cater to that one player even if the rest of the group didn't have the same feelings?
Well, I could equally respond that you are confusing what the rulebooks say - these are characterised as action-resolution mechanics - with how these things are actualy used at tables.I would argue that reframing a game situation is a meta-power
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you are confusing function with outcome. Teleportation has the function of transporting you within the in game world in a reasonably reliable instantaneous method. This has the expected outcome of causing a new scene to be framed - the destination you arrived at. But the function of teleportation isn't scene framing, nor does it give the player the right to set the scene. The right to change your in game space, whether it be by walking across a room or teleporting, doesn't give you meta authority.
Sure. That's why you find players trying to use action resolution mechanics for scene-reframing instead, and why even trad RPG designers include mechanics that lend themselves to such use in their games.In a traditional RPG approach, there aren't necessarily big jumps between scenes.
Whereas I thnk it is more illuminating to note that the lack of interset in action resolution on Hussar's part is one clear indicator that what he is really trying to do is to reframe the scene.Hussar's attempt to reframe the scene with a summon centipede involves not merely mistaking action resolution for scene framing, but involves a blatant attempt to circumvent action-resolution itself.
That is not what I said, though. I said that, when players are given the power to reframe scenes, they are likely to use them to reframe boring scenes in more interestig ways.players are always trying to direct the action within a scene using thier resources to make the situation more interesting for themselves
I'm prepared to treat that as true in virtue of tautology. The question is, what makes an event be one of potential substance? I can tell you that in my game trekkig across a desert would not, as such, satisfy that description. I have a reasonalby strong aversion to all travel/trekking play, and would be happy to free-narrate all of it, but my players enjoy a bit of it from time to time and so I do my best to indulge them. But I think I am right to say that in over 30 years of GMing, struggling against the elements has never, in itself, been a focus in my games. (The closest I can remember coming was when a PC caught a cold from sleeeping out in the cold and rain, and then - as part of the action resolution mechanic for a particular penatly-ignoring martial arts move in Rolemater, ended up escalating his penalty from -10 to somewhere above -70, and hence nearly died of pneumonia before the other PCs got him back to civilisation.)You can't handwave events of potential substance.
I don't really see what Schroedinger has to do with it. It's possible to have a pretty detailed map and still incorporate new/unexpected elements. For instance, I ran a City of Greyhawk game for several years using the boxed set maps, and it wasn't very hard to include new/unanticipated details.nar games are marked by their lack of detail. The world is created as you go. The desert doesn't exist until you decide to enter it. It has no story meaning until you vest it with meaning. But that isn't the situation here. I've previously created the desert.
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Well, sure, and if the desert is really only a shrodinger's map, and this is a railroad where the players always do what I want them to do, and if there is nothing else but the abandoned temple in the desert, and there is nothing set by the prior scene that makes the remainder of the day important, then a handwave like that is what I'm likely to do. But that is a lot of big ifs and it's is not at all clear to me that I'm really offering the players more freedom and control running the game that way.
Well, I could equally respond that you are confusing what the rulebooks say - these are characterised as action-resolution mechanics - with how these things are actualy used at tables.
The whole debate over Perception and Diplomacy checks in 3E, the angst over scry-buff-teleport, etc, is a debate over who is to enjoy scene-framing authority, and what degree of force the GM is entitled to use to overrade player use of their PC abilities to reframe.
Imagine how many debates could be avoided by clear designer commentary, pointing out that for some players a high Diplomacy score means that they want to have intricate action resolution experiences involving social situations - and then giving the mechanics to handle that - whereas for others a high Diplomacy score means that they never want to enage in social action resolution, and want to use skill-check based reframing as an alternative! Then each table could simply work out which option applies to them.
That's why you find players trying to use action resolution mechanics for scene-reframing instead, and why even trad RPG designers include mechanics that lend themselves to such use in their games.
That is not what I said, though. I said that, when players are given the power to reframe scenes, they are likely to use them to reframe boring scenes in more interestig ways.
The question is, what makes an event be one of potential substance? I can tell you that in my game trekkig across a desert would not, as such, satisfy that description.
I don't really see what Schroedinger has to do with it.
It's possible to have a pretty detailed map and still incorporate new/unexpected elements. For instance, I ran a City of Greyhawk game for several years using the boxed set maps, and it wasn't very hard to include new/unanticipated details.
And I don't really see what the railroad comment has to do with anything. Here are two exercises of GM scene-framing authority:
First off, who says there only needs to be one way through a maze? It's easy enough to design a maze with numerous entrances and exits, and a few locations within that cannot be accessed any other way. And just as easy to design it so the usual find-the-path tricks such as the right-hand rule don't work...There are probably 10 threads in EnWorld where people ask for advice on how to build a maze, and in all of them my short answer is, "Don't." Mazes are terrible elements to include in a game, and if you are going to include them you are better off 'cheating' than running them from a standard simulationist framework. The problem with a maze is that they are typically very long railroads in that there is one right way through them. They also violate the rule that a dungeon shouldn't contain empty rooms.
First off, who says there only needs to be one way through a maze? It's easy enough to design a maze with numerous entrances and exits, and a few locations within that cannot be accessed any other way. And just as easy to design it so the usual find-the-path tricks such as the right-hand rule don't work...
Second off, where does this "rule" about no empty rooms come from?
I can't remember where I saw it but I recall reading somewhere that a well-designed dungeon has at least as many empty or non-encouter rooms as not.

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