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You're doing what? Surprising the DM

What you claimed I said: "You cited the Save for Dust of Disappearance as an established fact..."

What I actually said (and you just quoted me saying): "Dust of disappearance is based on a spell which allows a saving throw."
No. What you actually said was what I quoted, and not what you selectively misquoted/paraphrased. If you want to clarify that you were talking about the spell having a Save instead of the Dust, that's fine, but make it clear that that's what you're doing, rather than willfully misquoting yourself.

Regardless of whether or not you agree that dust of disappearance allows for a save, it is indisputably true that the spell it's based on (greater invisibility) allows for a save. Look at the spell description if you don't believe me.
Agreed. It's based on a savable spell. That was never in question.

So, by the way, is Dust of Choking and Sneezing (based on the Poison spell).
SRD said:
Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
As noted, the Poison spell has a non-standard Save (two, in fact), but a Save none the less.

Which is not a wondrous item. It's a cursed item. The fact that we're talking specifically about wondrous items has been really, really clear in this entire discussion.
Look at the description (which I supplied). What do you need to make it? Oh, "Craft Wondrous". And I don't recall ever limiting the discussion to Wondrous Items. Neither did you for that matter, until now. We were just comparing different Dusts.
But if you want to include dust of sneezing and choking, it doesn't change the meaningful point: Dust of sneezing and choking isn't based on a spell at all. So there is still only one dust in the DMG which is based on a spell which allows for a saving throw. So, like I said, looking to the other dusts for precedence on how the DMG handles saving throws for items based on saving throws is a waste of time.
Again, read the description I supplied. It came straight from the SRD. The Dust is based on the Poison spell. Which allows a Save.

Meanwhile, the discussion has moved completely past this. I've offered a complete survey of the SRD's wondrous items which demonstrates that you and JackintheGreen are completely wrong about this.

Do you have any substantive response to this? Or are you just going to throw around a few more insults?
I've been giving substantive responses all the way through, including quotes of relevant texts with pertinent sections highlighted. I've even pointed you directly at them, saying "Look here". You've been ignoring them, or at best simply skimming them and missing the parts that weren't convenient to your argument.

And I've been trying pretty hard to remain civil, as a matter of fact. I commented on your argument (circular), and your facts (faulty), but those aren't insults or comments about you, just about your argument. Other than the one outburst in which I called you arrogant and condescending, I've avoided anything like a personal insult. You, on the other hand have made cracks about reading comprehension, and been pretty much as I described you. If the truth can insult then I guess you should feel insulted.
 

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Folks,

It is now clear I should make this public - upthread there was some really poor behavior, resulting in a couple of infractions, and one three-day vacation. Don't anyone else join the festivities at this point.

Remember that there is no "winning" on the internet. If someone's being a jerk, don't beat your head against them - disengage and ignore them, or you'll drag yourself down with them.
 

Ok, let's sum up why I would not enjoy Celebrim's DMing.

A) When the players attempt a non-standard action, their actions will be subject to checks that almost certainly mean their failure. When attempting to cross the wasteland Fremen style, instead of a cool scene, we have Keystone Kops with one or several of the character falling off repeatedly. When trying to recruit a posse in a city (which is where the grell example was taken from - that somehow morphed into a village), the players will be subjected to a significant time sink at the table as each and every NPC has to be interviewed, complete with background, motivations and whatnot.

B) Indirectly stated player goals will be ignored. Again, and Celebrim freely admits to this, in the crossing the wasteland example, he reacts in exactly the opposite way that the player wanted and will force the players to play out situations that they have no interest in, as in the recruiting the posse situation.

C) Directly stated player goals will be ignored. I cannot say it more clearly than, "I want to raise a posse to go back and get revenge on the grell". Instead of actually telling me that this isn't feasible, he will go ahead, force me to spend significant table time on a plan that has no chance of success and then when we get back to the grell, instead of some epic fight (possibly with reinforcements - which would be fine), the grell has left and it's a total anti-climax.

D) Celebrim is now telling me how to play my character. This is probably the biggest issue I would have. I stated that my character's goal was revenge. Instead of taking that at face value, Celebrim goes on at length to tell me that I don't really know my character's motivation and that I should play my character the way he wants me to play my character. I cannot possibly want revenge on the grell - that's an out of character motivation. Sorry, telling me how to play my character? That's about as bad as it gets.

So, yeah, with the above 4 elements in a game, I'm going to bow out as fast as possible. This is a game I would find endlessly frustrating and disappointing with likely no redeeming qualities. And, if the DM then proceeds to tell me, "Well, play the way I want to play or there's the door." I'd be off like a shot.

Would Celebrim make a good DM for other players? Quite possibly. I've met more than a few players who are perfectly willing to let the DM dictate the campaign and expect the DM to tell them how to play their characters. It's not to my taste, but, hey, play what you like.
 

A) When the players attempt a non-standard action, their actions will be subject to checks that almost certainly mean their failure. When attempting to cross the wasteland Fremen style, instead of a cool scene, we have Keystone Kops with one or several of the character falling off repeatedly. When trying to recruit a posse in a city (which is where the grell example was taken from - that somehow morphed into a village), the players will be subjected to a significant time sink at the table as each and every NPC has to be interviewed, complete with background, motivations and whatnot.

To counterpoint, I'm not interested in a player whose ideas must be considered automatic successes or the player will get whiny. You want to ride a giant centipede, great. But there are riding rules. And I believe there is middle ground between "your plans are automatically successful" and "checks at ever increasing penalties will be imposed until your plan fails". If you tell me you don't want to take the time to recruit that posse, well and good - but don't complain when they don't meet your goals for appropriate spearcarriers - you decided to take the quick and dirty hiring approach, so you got a bunch of guys that showed up rather than a team you may have wanted to assemble.

B) Indirectly stated player goals will be ignored. Again, and Celebrim freely admits to this, in the crossing the wasteland example, he reacts in exactly the opposite way that the player wanted and will force the players to play out situations that they have no interest in, as in the recruiting the posse situation.

I note the change from singular to plural. Which is important, what one player wants or what all the players want? I hear a lot of examples of what you don't want to play through, and no real examples of what you do want to play through. It seems like you want only one type of scenario, repeated over and over again. Sounds like a pretty monotonous game to me. No travel scenes; no NPC interaction scenes. What else should we cut because they don't interest you?

C) Directly stated player goals will be ignored. I cannot say it more clearly than, "I want to raise a posse to go back and get revenge on the grell". Instead of actually telling me that this isn't feasible, he will go ahead, force me to spend significant table time on a plan that has no chance of success and then when we get back to the grell, instead of some epic fight (possibly with reinforcements - which would be fine), the grell has left and it's a total anti-climax.

So should I also cut scene back to the city with no travel time so you can raise your posse immediately, or is it OK to suggest you need to get there and back again? What prevents others from hearing about this recruitment drive and going after the grell themselves? Is it all right if we suggest your posse needs equipment, mounts and/or food, or are they so much relegated to background colour that they don't even need oxygen? It seems that anything which delays, modifies, distracts from or deviates from your vision of the result is unacceptable. I suspect that's not how your games actually play out, but it sounds like it.

D) Celebrim is now telling me how to play my character. This is probably the biggest issue I would have. I stated that my character's goal was revenge. Instead of taking that at face value, Celebrim goes on at length to tell me that I don't really know my character's motivation and that I should play my character the way he wants me to play my character. I cannot possibly want revenge on the grell - that's an out of character motivation. Sorry, telling me how to play my character? That's about as bad as it gets.

Well, he can't decide what the townsfolk, your recruits, the desert dwellers or the grell does. Seems like he doesn't have much left to play besides your character.

So, yeah, with the above 4 elements in a game, I'm going to bow out as fast as possible. This is a game I would find endlessly frustrating and disappointing with likely no redeeming qualities. And, if the DM then proceeds to tell me, "Well, play the way I want to play or there's the door." I'd be off like a shot.

Would Celebrim make a good DM for other players? Quite possibly. I've met more than a few players who are perfectly willing to let the DM dictate the campaign and expect the DM to tell them how to play their characters. It's not to my taste, but, hey, play what you like.

So I assume that, in your games, my character who wants only to live out a quiet life running his tea shoppe will fit perfectly, and you will run an entertaining and engaging game without inclusion of anything that falls outside my character's goals. After all, whatever the player wants, the player gets, right!

I doubt your playstyle is nearly as bad as the above makes it out to be - you wouldn`t likely have a group if it were. But I also think you are massively overstating your case against Celebrim. Here`s a thought - how about telling us about a great game you played in where the DM did a terrific job without you needing to put him back on the right path.
 

I stated that my character's goal was revenge. Instead of taking that at face value, Celebrim goes on at length to tell me that I don't really know my character's motivation and that I should play my character the way he wants me to play my character. I cannot possibly want revenge on the grell - that's an out of character motivation.

There is an interesting paradox at the heart of the premise that being "in character" (actor stance) presumes no metagaming or "out of character" considerations. Unless you are truly playing yourself, then the organic, authentic behavior patterns (assuming these are legitimate unto themselves) that flow naturally from thought to action in your every day life are not present. There is no "true id" for your character. Your character has no set of uncoordinated, instinctual trends. Your character's id, instinctual behavior, is completely contrived, constantly metagamed and borne of "out of character" mental coordination because it is detached from your own id.

Potentially the greatest actor in the world, Daniel Day Lewis, spends day and night "in character" for the duration of a movie (and months prologue to that in preparation) in order to appropriately induce a "false id" within himself. Its possible that he is able to obtain some sort of uncoordinated, instinctual (non-metagamed and always "in character") "secondary id" while maintaining his true id; maybe. Roleplayers fiddling about in a hobby for a few hours a week? Not so much.

All "in character" play is "out of character" metagaming, as we constantly coordinate "artificial, instinctual" trends in the characters we play. All "actor stance" is a composite of actor/pawn/director simultaneously or slight, moment to moment fluctuations between each.
 

N'raac said:
I doubt your playstyle is nearly as bad as the above makes it out to be - you wouldn`t likely have a group if it were. But I also think you are massively overstating your case against Celebrim. Here`s a thought - how about telling us about a great game you played in where the DM did a terrific job without you needing to put him back on the right path.

Hang on. It's not about "putting him back on the right path". It's about not being forced to endure scenes that I don't enjoy, simply because the DM feels the need. I'm not saying that players do this every single time. So, you're Tea Shop owner character obviously isn't an issue.

It's about the players having the wherewithal to be able to reframe scenes to make them enjoyable. It works either way. If the players want to spend more time on something that's fine too. Although, to be fair, that's usually not a problem because most DM's will let you spend as much time on something as you like. However, when the players want to skip over something, they should have that choice as well.

In particular, they should have that choice without being berated by the DM and told they are whiny, immature, should stick to video games, and should get out of the group. Did I miss any? I mean, good grief. I realize that DM's sometimes have ego trips, but sheesh. Saying, "Hey DM, this particular part of the game sucks, can we move on?" should not be a major deal.
 

how many times as Hussar openly expressed that he had a right to be 'grumpy', 'shirty', 'angry', or 'indignant' by the DM not following the rules as he saw them? Isn't he telling us stories about how that has happened at his table? If that isn't antagonism, what is it?
[MENTION=22779]Hussar[/MENTION] can speak for himself, of course, but to me it looks like irritation and frustration at someone wasting his time. I get angry at drivers who cut me off while I'm cycling, but that doesn't tend to show that cycling, or commuting more generally, is an activity constituted in any interesting way by antagonism.

But this is precisely antagonism. Gamism is defined as: "Gamist refers to decisions based on satisfying clear predefined goal conditions in the face of adversity: in other words, on the desire to win." In its pure form in a D&D context, this expresses itself as game which has the DM on one side and the PC's on the other.
I don't agree with this. The players can make "decisions based on satisfying clear predefined goal conditions in the fact of adversity" without the GM being on one side and the players on the other (I don't quite see how you are fitting the PCs into a discussion of antagonism among the participants).

In my job I teach students and I examine those students. I can assure you that the exams I set require my students to make "decisions based on satisfying clear predefined goal conditions in the fact of adversity". The main source of adversity is the complexity of the material that they are expected to master. Secondary sources of adversity include time constraints, and having to demosntrate the mastery of the material in response to questions that I have set rather than that they haev set.

But I am not in an antagonistic relationship with my students. I am certainly not their enemy. I want them to do well, and do my best to teach them to that end.

In a scene-framed RPG the GM frames scenes that (i) pick up on player signals as to what is interesting and engaging, and (ii) will challenge the players in their resolution. In narrativist play the challenge is predominantly emotional/thematic. In gamist play the challenge is predominantly about skill and guts. In many instances of play I think the two may not be easily distinguishable, particularly in a mechanically heavy system in which the mode of emotional engagement is via skillfully leveraging complex mechanics. (One marker of distinction might be "fail forward" - the more this is a consideration in GM adjudicatin, the more the game will tend to satisfy narrativist rather than gamist priorities.)

Once the scene has been framed, it is resolved by deploying the action resolution mechanics. Given that in mnay (most? all?) systems this will require the GM to make choices, such as which monster attacks which PC, the GM needs guidelines on how to make those choices. In scene-framing play, the most important guideline is make choices that will keep the scene alive, keep the scene engaging, and keep the presssure up to the players. But that is not the same as GM vs players - for instance, in D&D it will be mediated via the action economy, the creature's stat block, and other relevant elements of the action resolution mechanics. This is a constraint on the GM and the players, and satisfactory scene-framing play relies upon everyone honouring it. (This is why, in this style of play, you don't see dice being rolled behind a screen. When the dragon breathes on the PCs, I as MG roll the attack dice out in front of everyone, and we all learn collectively whether or not the PCs have survived the threatening BBQ.)

The 'rules' that govern encounter building are exceptionally loose and we would be better off describing them as guidelines, and really only occur in certain systems.
In those systems in which they occur, though, they are very important. Marvel Heroic RP, HeroQuest revised, Maelstrom Storytelling, The Dying Earth and 4e are all examples. If the GM doesn't pay attention to them, the game will not deliver the intended experience.

In the case of MHRP, this means abiding by the rules governing the Doom Pool. In HQ revised, this means following the pass/fail cycle for setting DCs. In 4e, this means not building encounters more than 4 or so levels above the party's level without thinking pretty hard about what you're hoping to achieve (this guideline starts to break down in Epic tier play, which is one legitimate criticism of 4e's scaling mechanics), not using soldiers more than a level or two above the party's level, etc.

If you depart from the encounter bulding guidelines, then the game makes no promises that the action resolution mechanics will support engaging, player-driven RPGing that confines GM force to scene-framing and certain well-defined elements of adjudication.

In any event, they don't result in anything like an equal "medium of struggle". The assumption here, unspoken at the table, is that the DM is going to pretend to try to win, but not really.
The GM is not pretending to try to win. Nor is the GM trying to win. Nor is the GM trying not to win. In gamist play, winning is soemthing that happens to the players, not the GM. The GM is (and is not just pretending to) frame challenges, and to adjudicate theri resolution as the rules call for.

I think it can be interesting to think about how the particpants might respond to diffrent sorts of outcomes in this sort of play. Suppose the PCs are fighting a dragon. And the GM, wanting to keep the pressure up, decides to have the dragon attack the cleric, even though it is the fighters who are really the ones pounding away at it. Suppose that the dragon misses the cleric, and then as a result of that "wasted" action the PCs win the fight. The players can reasonably crow, and the GM reasonably lament that, if only s/he'd decided to go after the fighters instead perhaps thinks would have been harder for the players.

Suppose that the dragon hits the cleric, and as a result the party loses its incombat healing/buffing, but the PCs press on anwyway and win. The players can reasonably crow, pointing out to one another, and ot the GM, that even though their healer was down, they pulled through.

Suppose that the dragon hits the cleric, and as a result the party loses its incombat healing/buffing, and as a result of that suffers a TPK. At that point the players might start complaining that the GM wasn't fair. And the GM might also be worried that s/he wasn't fair. This is where encounter building guidelines, robust and transparent action resolution mechanics, etc, all come into play. They help underpin trust rather than suspicion at the table, that scenes are being framed in a reasonable way and likewise adjudicated resasonably.

What is surprising is finding in a gamist context this notion Hussar is advocating for of the players being able to signal to the DM that the players are allowed to skip a particular challenge.
I don't find it remotely surprising. Hussar is playing an RPG. A huge part of an RPG is colour, story and adventure. And he is not interested, within the context of a fantasy RPG, in playing through tedious events the stakes of which have next-to-no emotional resonance.

I am the same. I have played with GMs who would try and make the group interview all the soldiers before hiring them, but had two ways of handling that. One was to stop trying to hire them. The other was to use those situations as an excuse for intragroup roleplaying - there were 6 or 7 players in the group, some with interesting PCs and personalities, and intragroup RP provided an opportunity for a sort of "shaodw game" in which the GM couldn't meddle.

What he's talking about isn't a broad sandboxy approach in which the players set the goals (though it may include that to some measure), but rather being able to determine the actual events of play. It seems like Hussar is saying, "If PC's only want to play out combat encounters, then everything else should be handwaved and we should only jump from important combat encounter to combat encounter."
Hussar has said nothing about playing out only combat encounters. He's talked about avoiding boring encounters where nothing is at stake. There are many non-combat encounters which are not boring and which things are at stake, and I would be gob-smacked if Hussar has not both played in and GMed such encounters.

I guess the closest I have seen to this is games that were played on a pure hack and slash level, and they usually involved old school dungeon crawling with zero deviation from that model. That is to say, they structured the game universe in such a way that it actually only had the elements of play they were intereted in.
I guess that's one way to do it. The "say yes or roll the dice" approach is an alternative, and these days proably more widespread, approach to having only interesting stuff figure in play. You free-narrate over the other stuff, where nothing is at stake and the only puprose is to addd or reinforce a bit of colour.

This however is along the lines of, "It's ok if you have towns and wildernesses, just so long as you understand that isn't where the game takes place." They are accepting a game universe that has elements of play they aren't interested in, but dealing with it (or not, see Hussar's frustration) by giving players a veto over whether or not those elements of play may actually interact with the character. That is novel to say the least, and I can't help but think that it is never going to run smoothly.
It's not particularly novel. I first developed approaches along these lines in the later 1980s, GMing Oriental Adventures and The World of Greyhawk. RPGs systematically build around thse sorts of ideas have been published at least since the mid-90s (maelstrom Storytelling is an early example; Over the Edge is arguably an earlier example). The Forge and its leading figures have produced many games along these lines. And in terms of mainstream appeal you don't get much more mainstream than Marvel Heroic RP, a game which thanks major Forge figures in its acknowledgements (Vincent Baker and Clinton R Nixon) and is based around scene-framing techniques.

Of course in most of these systems the player "veto" is informal, and the game is designed to avoid the need for the exercise of any veto by including elements in PC building that allow the players to signal their interests, so that the GM can then frame situations around those interest in the way that Eero Tuovinen describes in the blog I linked to upthread.

In the situation you describe, he can signal to the player that he doesn't really want to play out the whole escape from prison element, and the DM is expected to cut scene forward to a point at which the player is no longer in prison with the assumption that the escape has now successfully occurred.
That is not how a scene-framing game would ordinarily play. If going to prison is not something that will be interesting for the table to resolve, then the GM would not have the player be imprisoned in the first place.

The question is, "Does the player get to narrate to me how he escapes a scene or what the NPC may legitimately demand?"
The answer to this questio obviously depends on the details of the system. In Burning Wheel the answer is "in part" - the PC will have player-chosen Instincts which may be relevant to aspects of an escape from prison, and the NPC will have been brought into the gameworld via the players' spending of PC build resources on a relationship, which will in part define the contest between teh two characters and hence shape the NPC's demands.

The actual outcome of the NPC's demands would likely be determined by a Duel of Wits, in which each character states his her demands, and the action resolution mechanics than determine who agrees to what.

From what you've described, I don't find any real difference between how Burning Wheel is describing play and how I play out a game.
I am very confident that a typical BW session would play out extremely differently from how you run a game. Almost nothing you talk about - from your objection to player vetoes over situation and scene-framing, to your conception of the setting as having some existence indpedent of scene-framing and the adjudication of action resolution, to your preference for detailed GM planning with contingencies upon contingencies if villains are killed, etc - is part of by-the-book BW play.

Whereas nearly everything that Hussar talks about - skipping boring bits, the GM framing in response to player-expressed interests, "say yes or roll the dice", a preference for character and situation taking priority over setting the Grell, which has become the focus of player emotion, not leaving the scene until some final conflict has taken place - would be part of by-the-book BW play.

And in any event, you don't notice some incoherence in first asserting "He seems to be advocating a form of gamism." and then stating to the contrary that "Hussar is looking for a game run in something like the way that the Burning Wheel books talk about." Aren't those two radically different things?
No. The structures of gamist and narrativist play are very similar, as Ron Edwards pointed out in 2003:

Step On Up is actually quite similar, in social and interactive terms, to Story Now. Gamist and Narrativist play often share the following things:

* Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.

* Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.

* More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.

*Reward systems that reflect player choices (strategy, aesthetics, whatever) rather than on in-game character logic or on conformity to a pre-stated plan of play.​

Hussar's approach to play, as evinced in this thread, particularly illustrates points 1, 3 and 4: author stance (his PC is motivated to cut to interesting situations like fighting the grell); casual negotiation of exploration with system as constraining but not delivering ("say yes or roll the dice", pass over the desert crossing or the taking on of hirelings via free narration); and reward (in the form of gaming pleasure, and the informal feedback between participants in the game when it is humming along) deriving not from "being his character" but rather from the way his choices as a player shape the way the game unfolds (and conversely getting irritated when he makes clear choices as a player, like recruiting extra muscle to fight the grell, which then get redirected by the GM so as to have nothing like the impact on the play experience that they were intended and expected to have).
 
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Ok, let's sum up why I would not enjoy Celebrim's DMing.

A) When the players attempt a non-standard action, their actions will be subject to checks that almost certainly mean their failure.

I have given detailed concrete examples of how any proposed action would be adjudictated. These examples already prove that your blanket statements are false and hyberbolic. Nonetheless, since you've chosen to summarize, I will also summarize. Any attempt at a doubtful proposition will be given a reasonable chance to succeed in accordance with the rules. In general this means things of average difficulty have a DC 10 difficulty, whereas things which are easy have DC 5 difficulty and things which are difficult and suggestive of expert skill have a DC 15 difficulty. Therefore, actions are subject to checks that almost certainly mean their success in most cases, and should be automatic success for characters of mid-level that have invested resources to that end. For example, a sixth level character can easily manage 9 ranks + 2 attribute bonus and sundry other +2 bonuses from whatever source whether competency, aid other, masterwork tools, racial etc for at least a +13 bonus. I have a party of 6th level characters and I happen to know that in a few cases the bonuses are higher than that. Therefore against a DC 15 such a character only fails on the role of 1. Failures in general are not catestrophic. For example, the failure for ride check under stress is only 1d6 damage. And such checks are only going to occur a few times, and as I've indicated are mostly assumed rather than imposed risk. Not body is going to make you ride a giant centipede up the sheer face of a cliff. You can always go through the canyon. And that's not even getting into the parties magical and creative resources. If you really want to go straight up a cliff, I'm sure a creative party will figure a way to do it.

Here's the thing. I don't owe you 'cool'. Cool is something you earn. I have a Sidhe rogue among my current players that can flip around the battlefield like some Wuxia kung fu fighter. But I don't give him that. It's on his character sheet. He's earned it by investing resources in it. Players don't get to rule the game by the rule of cool. When things are doubtful, cool rules. But if we have rules for something, you pass your fortune check and then you recieve your cool... or not. It may be cool for the hobgoblin fighter to leap on to the back of the Sea Dragon, grab it by its horn, and start stabbing it thourgh the eyes with his two-sword in the other hand, but by golly he has to make his clinch combat manuever check and attack rolls to manage it. Which he did by the way. It may have even been cooler to down the Sea Dragon with one stab, but just because the player thinks that would be cool doesn't mean we make it happen. We make it happen when you earn. And that is always infinitely cooler than the DM giving you something.

So tell me, when is the last time you did anything as cool as my players? And you think I'm taking cool away from people? Do you bullrush zombies off of 400' cliffs? Do you run down streets with 30' foot waves carrying tall sailing ships up the street crashing behind you? Have you fled a horde of hellhouds over the roof tops of a city? Do you leap across the backs of hellhounds and stab them from behind? Do you load your hippogriff with firebombs and dive bomb sailing ships firing 36 ballista at you in the midst of a battle of 1000's of screaming sailors in a bloodstained sea? Do your characters call out to the gods and have them send angels to lift them out of the battle? Have your characters intimidated a 60' long sea serpent into retreating by screaming at it? Have they been called upon to destroy a weapon designed to kill gods, and succeeded? My PC's are only sixth level, and the do more epic things before breakfast than occur in many campaigns. Do your really think your games are so much cooler than mine? Are you really so much more satisfied with the DM's you've got?

When trying to recruit a posse in a city (which is where the grell example was taken from - that somehow morphed into a village), the players will be subjected to a significant time sink at the table as each and every NPC has to be interviewed, complete with background, motivations and whatnot.

You know, in all the time I've been playing, I don't think I've ever had any complain that my NPC's weren't shallow enough. No one has ever said to me after a session, "You know, I just really like how shallow and characterless and bland your NPC's are. It really makes the game great to have all these colorless immemorable NPC's like what his name." Actually, the sort of comments I usually get are things like, "If Andrzej was real, I'd date him." "You've spoiled me on DM's, ####, I can't play with anyone else." or "You've got the best NPC characterization I've ever seen." Yes, I'm not going to introduce an NPC that is going to potentially spend considerable time with the players and may directly influence whether a PC lives or dies, without spending at least some time on that. I mean imagine just for a second you are recruiting in the Keep on the Borderland, and you want to recruit henchmen. The first guy that shows up to help is a freakin' Cleric of Chaos. You sure you don't want to play that out? You sure you have no interest in who you recruit? Really? I'm not screwing anyone over by letting them interact with the environment. Quite the opposite. I'm not going to apologize for having deep meaningful NPCs. And I sure as hell am not going to stop creating them because personifying NPC's is how I have fun at the table, so anyone ever where to say, "Stop creating interesting NPC's.", I'll definately be, "Screw you. I'm playing this game too."

"I want to raise a posse to go back and get revenge on the grell".

Ok, I'm all with that. So, what are you going to do? Let hear some concrete actions. You've been playing this game how long and you think "I want to raise a posse" is a valid actionable proposition? Are you one of those players that says, "I introduce myself to the Baron.", so that I have to say, "Ok, introduce yourself to the Baron."? What do you do? Do you have broadsheet printed up? Do you hire town criers? Do you go into the taverns and try to recruits mercenaries? Do you want to try to appeal to the authorities, like the magistrates or the temples? I have no idea what is going to happen until you give me some details. And then when you do, whatever you do, you are going to get a fortune mechanic. Some rolls will be made based on what you do and they'll tell me and you, how successful you were. That's how games like these work. Examples are outlined in detail on page 35 and 36 of the 1st ed. AD&D DMG, and Gygax spends a lot of time detailing all the ins and outs of aquiring help. It was an important topic, and it still is. I don't know how successful you are going to be. I can't tell you whether a plan is feasible until you do it. I can't tell you what the draw backs will be until you fill me in on the details. I won't have a clue what the odds of success will be. I'm just the DM. You know what they call it when the DM knows everything that is going to happen regardless of what the players do? A railroad. Maybe you'll go into the Temple of Justian, give a rousing IC speach about protecting the city from the forces of evil, roll '20' on your Diplomacy check and recruit in under an hour a whole force of Templars lead by a 3rd level Champion of Justian in shining full plate armor who says, "Lead on, stalwart comrade." Or maybe you go into a bar and they laugh at you, and after two days you are trying to figure out whether the farmboy in front of you (who is a 2nd level commoner, though you don't know that) has the chops to help in a fight or whether that roguish female of uncertain past isn't going to rob you blind as soon as you get out of town. Or maybe she falls in love with a PC. I don't know. But I'm never going to know unless you do something and actually play the game.

And yes, the Grell may be where you expect it to be and it might not. It may have left. It may be lurking three rooms on hoping to ambush you. I'd probably dice for it, so I'm not sure either. The guy who said, "I hope we have the Track skill.", is problem solver. And you seem to deal with problems by metagaming - getting 'shirty' as you call it.

Again, and Celebrim freely admits to this, in the crossing the wasteland example, he reacts in exactly the opposite way that the player wanted and will force the players to play out situations that they have no interest in, as in the recruiting the posse situation.

First of all, I admit that I'm not used to 'opt out of the game' players such as you've described yourself being. If you think crossing the desert on the back of a monstrous centipede is cool, why should I expect that you wouldn't want to play that out? How was I to understand immediately that it becomes more cool if we only talk about it rather than doing it? Frankly, I prefer showing over telling. I can wax prosiacly with the best of them, but I'll never be able to narrate things as coolly as it is to actually play. You memorable stories about crossing the desert that your friends talk about 20 years later, you won't get them by me narrating how you arrive at your destination without incident. That's not how cool is made.

Celebrim is now telling me how to play my character.

Where the heck did this come from? No where have I ever said 'No' to a proposition you've advanced. If you want to have your character eaten up with the desire for vegenance on the Grell, that's your business. I wasn't telling anyone how to play the character. I was discussing your metagame and speculating on the reasons why you play like you do.

This is a game I would find endlessly frustrating and disappointing with likely no redeeming qualities.

If you do great. I'd apologize and wish you luck. Nearly thirty years into my DMing career and I'm still learning and still wrestling with how to frame things in ways that move well and give oppurtunity for maximum player enpowerment and so forth. And lately I'm finding I'm getting myself in over my head frequently in terms of the scale of my conception. It's not as easy as when I was 20 and had no responcibilities.

But honestly, you'd be the first.

if the DM then proceeds to tell me, "Well, play the way I want to play or there's the door." I'd be off like a shot.

With the possible exception of my wife on a few occasions, I've never forced anyone to play at my table. But what makes you think I'd invite you?

I've met more than a few players who are perfectly willing to let the DM dictate the campaign and expect the DM to tell them how to play their characters. It's not to my taste, but, hey, play what you like.

Yeah, that's me all right. *rolls eyes*

Everything I've said really screams a guy who disempowers players and tells them what to do, doesn't it? I don't know who burned you so bad and I don't know what they did, and I can't really tell from all your so frequent declarations and threats about how you're going to get angry whether or not I'm entirely unsympathetic with the guy. But I can tell you that maybe you'd enjoy the game better with the chip off your shoulder, a bit more trust, a little less 'shirty', and a willingness to accept that there may be ways to make things like NPC interaction, travel, even skill checks a lot more fun than your past experience would indicate. Who knows, you might even start having fun playing this game.
 
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[MENTION=42582]pemerton[/MENTION] - That's just too much to respond to. My initial thought about most of it is that it sounds nice in peices but is incoherent and self-contridictory as a whole. And my thought about the rest is, that's interesting generally, but not really on topic. A lot of the issues you raise would be interesting at a different time, if I didn't need to explain how they were based on misconceptions about me. I can respond with concrete examples from recent play that illustrate your points, but it would take too much text because you've got so much to say. That link you keep pointing me to; I've read it. Twice now. I think he's throughly on my side here by my reading of it.

I've taken a few college classes. I know there is always two or three or five people who will spend more effort engaging the professor than they will studying for the test. They'll whine. They'll question questions and they'll question grades. They'll make all sorts of appeals for sympathy, trying to get you to see how they were misunderstood, or how you weren't being fair to them, and can you change their grade please? They waste not only your time but the whole classes trying to get you to change the challenge they are presented with to one that suits them better. And you can't help but get the feeling listening to them whine again and again by the end of the sesmester, that they think that the reason you gave them the test was because you personally hate them and are out to get them. And after classes, they are telling everyone how you are such a terrible professor because you made them take a test that wasn't fair. That's antagonism in the class room. You don't really even have to be involved in it. It doesn't matter how much you want the student to succeed or whether or not you think of yourself as their enemy.

In a scene-framed RPG the GM frames scenes that (i) pick up on player signals as to what is interesting and engaging, and (ii) will challenge the players in their resolution.

Keep that in mind.

And he is not interested, within the context of a fantasy RPG, in playing through tedious events the stakes of which have next-to-no emotional resonance.

What happens if you take as a given that I'm not interested in it either, and that I'm responding to propositions like, "I want to ride across the desert on the back of a monstrous centipede." or "I want to recruit a posse", in ways that are putting up stakes, by cutting to scenes where things are at risk, by providing challenges, and generally trying to make the proposed course of action interesting. There is too much Ron Edward's 'either or' going on in your analysis. If I can't provide the fun, of course I'm going to skip them, but for crying out loud you never create anything amazing by providing exactly what the character expects. Isn't that the central point of of the essay you keep linking to? Where is the excitement in knowing what is going to happen and how it is going to work out? How about you actually paying attention to the Czege principle. It would be foolish of me to think I always knew ahead of time what was going to be interesting. Cutting forward to the predictable demanded outcome isn't always the best way to create interesting situations, or in your example, teaching the students. Passing the Conch over to the player isn't necessarily going to make even the player happier. We don't know what is going to happen. That's what makes you keep turning the pages in a story. I don't even know what's going to happen, but I wouldn't be throwing complications up if I didn't think that they could lead to unexpected moments of wonder and awesome. How does he know where the emotional resonance is to be found? From his position as an actor within the world, he can't make that call. He doesn't have enough information. The only way he could have enough information is precisely the niave narrativism that Eero Tuovinen is railing against.

That is not how a scene-framing game would ordinarily play. If going to prison is not something that will be interesting for the table to resolve, then the GM would not have the player be imprisoned in the first place.

So, ok, the character has failed his fortune, he's caught red handed with the knife in hand in the middle of the masquerade ball. I narrate the dramatic moment. Now what? There is no stakes? There is no consequences? There is no theory of RPGs that doesn't involve the player having at least something to lose. There has to be something at stake or their is no conflict, no drama, no story. Something is going to happen. Magic 8-Ball has said, "Outlook not so good."

The answer to this questio obviously depends on the details of the system. In Burning Wheel the answer is "in part"...

In other words, there will be mechanics in the system for determining the outcome, that in some way abstract out the resources that are in the hand of the character or player for determing where the story goes from here. But as far as I can tell Hussar is advocating opting out of mechanics the same way his declining story. It doesn't want 'simulation' as he broadly calls it.

The actual outcome of the NPC's demands would likely be determined by a Duel of Wits, in which each character states his her demands, and the action resolution mechanics than determine who agrees to what.

Hey, I'm all for that! I can play that system. That's buying into the scene. That roleplay.

I have played with GMs who would try and make the group interview all the soldiers before hiring them, but had two ways of handling that. One was to stop trying to hire them. The other was to use those situations as an excuse for intragroup roleplaying - there were 6 or 7 players in the group, some with interesting PCs and personalities, and intragroup RP provided an opportunity for a sort of "shaodw game" in which the GM couldn't meddle.

There is very little I enjoy more as a DM than sitting back and watching the intraparty role-play show. Why would I want to meddle? The very critical first element of the environment that players need to become engaged with ICly, is each other. Everything after that is easy.
 
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d&d is based on rule 0. the DM is in charge. the DM says what is right, the DM decides what happens, the DM is the entire universe other than the PCs

<snip>

unless the contract established in rule 0a overrides by mutual consent rule 0, the players have no say in any part of any d&d-based universe, except for what the player's own characters do and say.

<snip>

that is RAW and RAI.
It's not rules as written in B/X, nor 1st ed AD&D, nor 4e. I can't comment on 2nd ed AD&D or 3E.

But I've always taken it for granted, since I started playing D&D in the early 1980s, that a player gets to decide things like the name of his/her family members, certain elements of family background and history, etc. And also the colour and style of his/her gear, horse etc.

a player who gets to decide what happens in the plot is not a player, but a dm.
I've never GMed a game in which players can't decide what happens in the plot. At the most simple, a player can decide that his PC talks to this or that NPC - and lo and behold, the plot is now, in part, about a conversation between these two people.

In other words, it seems to me that players, simply through playing their PCs, get to decide all the time "what happens in the plot".

in reading through most of the previous discussion, i seem to detect a dissonance between what the character would think and do, versus what the player would think and do.

<snip>

if i were playing a character seriously bent on finding and fighting that grell, then when i went back, and found it missing, i would search for tracks, look for clues, and if needed, hire a tracker.


<snip>

i wouldn't chose as a player (which is what appears to me to have happened based on reading what was written) to give up and gripe and whine and complain about it and go on and on about "how the game should be".
I'm sure that these are all true biographical facts about you, but how do they show that there is anything wrong with [MENTION=22779]Hussar[/MENTION]'s views about how to play D&D?

It seems to me the DM is responding to the players’ desire to change the structure of the game. He could have said “no one in town is interested” or “you can’t find anyone more combatworthy than a Level 2 Peasant”. He could have rolled to see what calibre of assistance was available, and how many days it would take you to find and recruit them (days that, it appears, you didn't have)/ He didn’t. He allowed your alternative approach, and even facilitated it, bending the rules in your favour to enable you to find the resources you desired in the limited time you had available. He invested time and energy creating combat useful (or I assume so) NPC’s to enable the plan you envisioned to come to fruition, and making them more than cardboard cut-outs, investing them with personalities. It seems to me he enhanced the interest and engagement opportunities for your plan. And, apparently, doing so is "screwing over the players".
Of course, there was another alternative - allow the players to expend the requisite resources for the recruitment - in a typical D&D game, that would be gold pieces - and then cut to the situation in which the players were interested and invested. It's failing to adopt this approach that is the GM's "screwing over of the players".

More generally - there is no "god of GMing" or "god of RPGing" who is going to strike the participants down if the GM handwaves through those parts of the fiction that aren't of interest to the players, and focuses only on those that are. This is "say yes or roll the dice". It is obviously very different from [MENTION=4937]Celebrim[/MENTION]'s "proposition, fortune, resolution" approach, but it is a completely viable approach which many RPGers have been using for many years.

What it seems he did not do was say “Glory Be to Hussar and Praise His Brilliant Planning – you hire NPC spearcarriers, return to the battle and emerge triumphant. Let me heap gold, magic and experience points at your feet.”
This is very obviously not what [MENTION=22779]Hussar[/MENTION] was asking for. He doesn't want worship - he wants an interesting, engaging game.

Would it have been OK for the GM to simply state that your new recruits turned the tide and the Grell is slain, rather than "wasting time" playing out the same basic tactical situation?
That also doesn't seem to be what Hussar is asking for. He doesn't want to cut-scene through the key challenge: he wants to resolve it.

Let's put the shoe on the other foot. The GM and the players want to get the game rolling, so it begins with "You have been hired by the local Duke to seek out the foul beast which has been preying on the local livestock. His promises of 100 pieces of gold for its destruction have enticed you, and you are now patrolling the local area looking for signs of the beast."

So, we've cropped out playing the backstory. Except one player wants to play out the interaction which lead to the PC's recruitment, another wants to haggle over the price and a third wants to question the locals about the events leading up to their being hired. So, do we make the "get to the combat" guys happy, or play out the backstory? It seems like your goal is "let's handwave what I don't feel like spending time on and play out what I want."
What you are describing here is the sort of "start of game" trainwreck that various techniques invented at The Forge and elsewhere are intended to avoid.

I'm pretty sure that in Hussar's games, the participants agree in advance what the basic theme of the game will be, more-or-less what the point is, probably what sorts of PCs would or wouldn't fit it in. The game probably doesn't just start, out of the blue, in the way you describe.

In my own 4e game, for instance, at the start of the campaign I direct the players that each PC must (i) have something or someone to whom s/he is loyal, and (ii) must have a reason to be ready to fight goblins. Hence when the opening scene involves the PCs being recruited to guard against goblins, the problem you describe doesn't arise - answers and ways forward have already been built into the PCs.

Another example: when one of the PCs died at 2nd level, I asked the player if he wanted to keep playing that PC. He said that he did. It was already established (i) that the PC in question had been a worshipper of the Raven Queen, and (ii) that the place where he had died was a ruin of a fallen civilisation. I asked the player, "Why would the Raven Queen send you back into the mortal world?" He answered "Because there is something hidden in the ruins that I have to recover, something connected to the fate of that fallen civilisation, and its possible restoration." And this was in a context where it had already been established, in virtue of my instructions at PC build time, that this particular PC had loyalty to his former home city, which had been attacked and destroyed by humanoid hordes.

And so when I told the player that, as his spirit appears in the Raven Queen's court, he sees the god of civilisation intervene, and explain that the PC must be sent back to recover a fragment of the Sceptre of Law, I didn't have any concerns that the player would not be interested in the quest, or that it would not fit with the PC's backstory or personality. And in fact that particular character motivation, and the resulting plotline, continues to be one of the main drivers of the campaign 4 years and 18 levels later.


“the Grell has fled, so the heroes and their spearcarriers returned to the village to celebrate and there was much rejoicing. Then they parted company and the spearcarriers were never seen again.” Seems pretty anticlimatic to me. But then, so does just dismissing the faceless nobodies after the Grell is defeated. No “brothers in arms” friendships? No thought of continuing to work together to accomplish great deeds we cannot accomplish alone (the same reasons, I expect, that the PC’s work together – why do they have an “important enough to interact with” halo surrounding them)? Just “thanks for the assist – now get lost!

If the Grell is so important that your characters are now emotionally invested, and it has left, we now have the opportunity for some role playing.
I don't think Hussar is saying that no one should ever enjoy this sort of play. But why is he obliged to?

How is that worse than the badwrongfun of having the creatures in the game world react to actions of the PC’s, and not allowing the players (or a single player) to simply narrate the actions of the PC’s and NPC’s and their success or failure at each stage of the scenario?
Hussar has not said that anyone else's game is badwrongfun. He has just been explaining why he wouldn't want to play in a game like the one you are describing. What's wrong with that? And what's objectionable about him running and playing in games that he wants to?
 

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