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You're doing what? Surprising the DM

"going where the action is" is a GMing technique that I think hasn't traditionally been set out in D&D books, but that nevertheless can improve at least some D&D games.

That much I will agree with. It's pretty easy to agree with it because D&D and most classic games haven't tried to tell the GM how to be a GM beyond a few issues like providing balanced challenges. I will say that in general when games do try to tell the GM how to play, they tend to get a bit too focused on 'doing it my way' rather than presenting a list of possibilities and discussing the pros and cons of choosing a particular method in a particular situation. And by saying, "This is the way to do it.", they also often end up presenting a far less balanced and nuanced picture of how to play than I think is even descriptive of how the writer runs his own table (Gygax is frequently guilty of this). Sometimes communicating clearly is hard.
 

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My assertion is, basically, that it is difficult or impossible to brand it as "bad GMing" based on style-consideration alone. Aside from Hussar's memory being fragmentary on the topic, he's not exactly an impartial or omniscient observer.

<snip>

How about the *evidentiary* standard upon which pass judgements? In the vein of my statement above, about how discussions can get polarized, there's a strong tendency to jump to conclusions - we paint with broad brushes, especially in the negative, making for a fast trot to label things as "Bad GMing".
My own concern in this thread has been more with the tendency in several posts to imply, or even flat out assert, that Hussar is a bad player.

Given that (to the best of my knowledge) Hussar was the only poster in this thread present during the episodes of play under discussion, and given that his account of what went wrong in those episodes fits in general terms with many of his other posts about play preferences and play experiences, I'm prepared to give him the benefit of the doubt.

Correction - the GM had failed to go where Hussar felt the action should be. Which isn't exactly the same thing.
In the play technique that I was referring to, "where the action is" is roughly equivalent to "where the players feel the action should be" - as long as "where" is taken to refer to a position within the fiction rather than just a geographical location within the imagined setting.

Of course this can give rise to coordiation problems if different players have different feelings on the matter - but there are ways of handlng those problems, and in any event there is no evidence that I'm aware of that framing the desert trek was an attempt to resolve an issue of coordinating competing dramatic imperatives.
 

But the trope of "the world should be realistic, and there should be consequences" is pretty well-embedded within the D&D community. The classic D&D game is predicated on the idea of obstacles shaping the overall narrative, but that the only real driver of these actions is the gaining of tangible (in-game) rewards. That's why there's so much pushback of "If you let players skip challenges, they're just going to skip to the end." It's a natural assumption in a game based on those implicit (and often explicit) goals.
That's a very nice analysis. Thanks.

Like you, I can only try and reason from my own experiences to the norm. I've seen plenty of groups want long-running campaigns with a rich fiction and deep characters, and - whether influenced by Vampire, or 2nd ed AD&D, or Dragonlance, or just their own intuition - assume that ever-greater GM control over backstory and world details will get them there. In my own case, it took me quite a while to realise that a lot of that pre-determined backstory and world detail was either irrelevant to, or actually a burden on, my achievement of those things in my own games.

I genuinely believe that there are better or worse ways of going if that is the sort of play that you are after, and that one part of getting there in a reliable fashion is dialling back on the GM force in certain key ways.
 

Given that (to the best of my knowledge) Hussar was the only poster in this thread present during the episodes of play under discussion, and given that his account of what went wrong in those episodes fits in general terms with many of his other posts about play preferences and play experiences, I'm prepared to give him the benefit of the doubt.

Well, his own posts note that he tried to settle an out-of-game frustration with pacing through in-game actions. That doesn't make him generally a bad player overall, but it was a major error on his part. And, I'm sorry, but when he specifically notes that he was frustrated, and left the group entirely soon afterwards, and does not remember the full context - I give him benefit of the doubt on some matters, I don't give it to him in terms of knowing the GM's mind at the time.

In the play technique that I was referring to, "where the action is" is roughly equivalent to "where the players feel the action should be" - as long as "where" is taken to refer to a position within the fiction rather than just a geographical location within the imagined setting.

Setting aside for the moment that the GM is also a participant (broadening from "player") whose sensibilities do matter in this...

I don't see this as a useful defense of Hussar's actions in this case - he seems to me to have fixated on the geographical sense, such that he was not really trying the play technique you're describing. So, again - is there a scenario where the actions in question might have been okay? Sure. Was this such an instance? Not so sure.

...in any event there is no evidence that I'm aware of that framing the desert trek was an attempt to resolve an issue of coordinating competing dramatic imperatives.

Ah, here's the crux of it. In case of lack of evidence, what's better - to pass judgement that it was bad-GMing, or to leave it open? I choose the latter, rather than the former - call me optimistic on that, if you like. Since it is pretty clear there were GM-player communication issues present, however, it seems justified. If Hussar wasn't a villain, the GM probably wasn't either.
 

Perhaps one way the centipede scene could have played out is by first doing knowledge checks and then telling the players something about the desert that would definitely interest them. A reclusive hermit that could make them a teleport scroll keyed to the city perhaps. That might have stopped @Hussar from trying to handwave it entirely, it might not, I can't fully know. Maybe handwave it from their current point to the interesting point in the desert, and do the stuff at that point, then GTFO to the city.

But, summoning the centipede does have problems, as mentioned, because Zceryll's entry doesn't have all the rules it needs. Summons always have durations, although stuff like Gate and Planar Ally have certain allowances for special services, which the called creature will only do if it gets compensation. If no duration is listed then one needs to be put in place because a summon without a duration can lead to nigh-infinite summons and that's going from just plain silly to just plain broken.

Anyway, assuming the DM realized that bypassing the desert was what at least one player wanted, the DM could then say "Here are are your options, if you had prepared for this sort of thing. You haven't. I'll let you rewind time a bit so that you are prepared and can do this, but next time you had better have the resources to do what you want to do because we've all agreed to play the game a certain way by being at this table."

And if a player chimes in and says "I never made that agreement" then the DM has failed to clearly set the parameters of the campaign before the players invested time and effort into it. I would hope one of the expectations is knowing the rules about your own character and if anything is iffy, bring it to the DM. The duration on Zceryll's summons is iffy.
 
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Why not?

Is there any evidence that this was actually the case in the situation you're discussing?

Is there any evidence that he wasn't?

As celebrim has said repeatedly, there is no evidence that there is a problem player or a bad GM. There is definite evidence of a failure to communicate and an expectation gap between what Hussar expected from the game and what the GM expected. The guy who was there either can't remember or won't elaborate, which leaves us to assess what possibilities may have existed. And the fact that there are multiple possibilities tells me there is no cut and dried answer to what is the right or wrong approach, only that the answer must be tailored to the specific situation.

Of course there'll be player engagement, in the sense of player participation. Presumably @Hussar participated too, if only to try to make things go faster. I mean, if the players have turned up to play the game, and the GM serves them second rate-stuff, the choice is either play the second-rate stuff or go home. The fact that the players choose to hang around and play the second-rate stuff doesn't show that the second-rate stuff is really first-rate, or that bad GMing is really good. It doesn't show that the GM has engaged the players in the sense of drawing them emotionally into the ingame situation.

You're very big on everyone else's evidence. What evidence is there that the other players were not enjoying the interaction, or were not engaged in the desert crossing? You are assuming that Hussar's perspective was shared by everyone at the table. I question why, if everyone was "bored out of their skulls", which is how Hussar described himself, they sustained 90 minutes of interaction with the NPC's. Hussar's complaints are compelling evidence that ONE PLAYER at the table was not engaged. The fact that the matter went on for 90 minutes is pretty strong evidence (not "proof", "evidence"), to me, that at least some of the gamers at the table were, in fact, engaged.

Fair enough. Some other people would assume that, when a GM sets a scene that is obviously at odds with what (one? some?) player(s) want, the GM would rethink and cut to City B, which is where the players want the action to be.

Again, you are imputing that what Hussar (one player) wants to be what "the players want". You are dismissing outright the possibility that the GM has set a scene which is, perhaps obviously perfectly consistent with what (one? some? all but one?) player(s) want, and that a number, possibly a solid majority, of players want the action to be precisely where it is. Clearly, at least one person at the table wants the action to be at the desert. Why is the one gamer who wants the action to be at the city more important than the one gamer who wants the action to be in the desert?

I still don't get this. What has running a playtest/demo of a new system, as a one-session one-off, got to do with what counts as good or bad GMing for Hussar in his ongoing campaign with established PCs and player-defined goals for them (namely, getting to City B)?

I don't know. I wonder who brought the BW sword scenario analogy into the discussion? Presumably, as you are now saying it's pretty much irrelevant, whoever brought it up is a bad internet discussion poster, dragging in irrelevant tangents to the discussion.

If I agree to playtest D&Dnext, and the GM breaks out the Caves of Chaos, it's not going to be any different. But I'm pretty sure the game Hussar is describing is not a playtest to find out how D&D works, and whether or not he likes it. So I still don't understand how it sheds any light on what counts as good GMing to discuss the circumstances under which a group might agree to playtest BW using The Sword demo module.

A group might well agree to playtest D&DNext, playtest BW with The Sword, play in the GM's campaign where landing 250 miles off target carries the consequence of having to figure out how to cover the 250 miles to the target, or in a game where NPC's are people too and the PC's interact with them on that basis.

If you want to narrow the notion of "agenda" in some way - say, a self-conscious program of play - then I want to know what the evidence is that Hussar is describing an agenda clash, as opposed to just bad GMing. I've had crappy GMs who are more interested in running the group through their preconceived scenarios, than in running a game that is actually responsive to and riffs off the players. Hussar's description reminds me of those GMs.

I've also had players who insist on dictating the course of in-game events. Either seems a possibility in this instance. I prefer to give all parties the benefit of the doubt, and assume that both sides had concerns, and that communication could have been improved. But improving that communication does require both parties (all parties - every player) consider where the other is (others are) coming from, not dig in their heels and get "shirty" or "get in a snit".

Perhaps. But there's zero evidence that Hussar and his fellow players didn't want to engage. They had City B to get to. They had a grell to take revenge on. They were raring to engage.

Again, you are projecting Hussar's goals onto the entire group. It ain't necessarily so.

@N'raac has said above that just because the players want to get to City B, or take revenge on the grell, the players can have no reasonable expectation that the GM will frame those scenes. My question is, why the heck not? When was the last time a GM advice book said "Don't pay attention to what your players want" or "Make sure that if your players are really keen to engage some part of your scenario, you run 90 minutes of orthogonal, low stakes stuff before you get there"?

No, I am saying that the players' desire for a specific occurence does not mean that the rest of the world parts to create a tunnel directly to this scene. There is a desert between you and the city. Logically, you need to deal with the desert to achieve your goal of getting to the city. Just as, I suspect, there were things to do in the city in order to achieve the goals which lead the PC's to travel to the city. Who says that anything, much less everything, in the way is low stakes. If two of the spearmen you hire turn out to be HFETG* members, then those interviews had some pretty high stakes. If the desert, unbeknownst to our heroes (PC's and players are rarely omniscient, at least in my experience), holds the key to their ability to achieve the goal which leads them to the city, then the desert trip may have some pretty high stakes as well. You are assuming that Hussar's perception reflects omniscience on his part. I choose to examine other possibilities.

*Homocidal Fanatics for the Ethical Treatment of Grells

I actually think it's hugely relevant. Hussar's GM had players "opting in", so riled up by their defeat at the beak of the grell that they went out to hire spearcarriers to come back and beat it. And instead of following the players' lead, telling them how much gp to mark of their sheets, and getting back to the action, he brought the game to a halt for 90 minutes.

Or he made the game entertaining for those players that find tactical combat dull, and role playing interactions with PC's and NPC's the high point of the game, not just for those players for whom tactical combat is the most exciting aspect of play.

That's bad GMing. I mean, suppose the GM has all these wonderful ideas for the personalities and backstories of these NPCs: a good GM would use that material in the fight with the grell. Only a bad GM would think that the time and place for that material, in a context in which the players so overtly want to engage with that bit of the scenario over there, is to bog them down here with 90 minutes of job interviews.

A good GM would allow the players to choose whether they wish to spend the time to determine exactly who their hiring choices are, or grab the first six that happen to walk through the door and hope for the best, and be prepared to play out either outcome, or any in between. A good player would consider the pros and cons of each approach. And a good role player would make a poor choice in that regard because that is more in character for his PC than making the best tactical choice. And good players would live with the consequences of their choices, not whine about the GM exercising a vendetta in-game because we didn't do it HIS way.

Eh. That one's a bit slippery. Should the GM skip the logical barriers to accomplishing the goal, just because the players don't want to be bothered with them?

Precisely. Let's say the PC's have no gold. Should the city guard suddenly have a maniacal hatred of Grell and throw their lives away in a fanatical desire to help the PC's slay this one?

In my earlier post that I quoted, I also referred to a type of serious simulationist play, where the group is dedicated to exploring the world even if - at times - it gets a bit boring. For that group, it would make sense to resolve the "logical barriers" even if they are a little bit boring, either at the fictional level ("There's not much in this desert besides sand and escarpments") or the mechanical level ("OK, make another Use Rope check.").

Why are there no options between "spend the next three hours alternating between rope use checks and descriptions of sand dunes" and "skip over the desert"? You are assuming the GM has put no thought at all into the desert, or any encounters therein, but will nevertheless drag out the desert scenes for three hours - why? What fun does he derive from this?

Hussar's complaint, as I understand it, is along the lines that the GM in this particular case has not framed a scene according to dramatic needs, which is to say has failed to go where the action is, and has thereby failed to provoke a thematic moment by introducing the complication of the desert.

I disagree with that classification. Where you say the GM has failed to go where the action is I suggest that all we know with any certainty is that the GM has failed to immediately go where Hussar desires the action is. None of us can say where the other players want the action to be, with the possible exception of Hussar, and I take his silence on that point as confirmation that he also does not know what the other players' wishes were with any certainty.

I think there's a strong implication that in a narrative game, it's also imperative for players to frame their goal in a reasonable manner. If you start a narrative game based on Lord of the Rings (as a well-used example), the players wanting to start with the scene on Mount Doom is somewhat counterproductive.

Correct.

Correction - the GM had failed to go where Hussar felt the action should be. Which isn't exactly the same thing. Note, for example that Hussar can't remember why they wanted to go to the city. For all we know, some of what they *really* wanted was in that desert. Maybe the desert was going to be busywork encounters intended to eat through party resources, which is often kind of boring. But, maybe there were bits relevant to their actual goals in that desert. We'll never know, and I'm against flatly calling something bad GMing on that basis.

Should have just quoted Umbran and saved wear and tear on my keyboard!
 

I wonder who brought the BW sword scenario analogy into the discussion?
Celebrim.

I am saying that the players' desire for a specific occurence does not mean that the rest of the world parts to create a tunnel directly to this scene.
This is a basic point on which I think we have very different preferences - although "occurence" is not quite the right word, as Hussar is not after an "occurence", he is after a situation, namely, being in City B able to track down whatever it is he's looking for there.

My view is that the players' desire for a specific situation is a virtually overwhelming reason for the rest of the world to part (metaphorically - the actual techniques are things like No Myth, "say yes or roll the dice", etc) so the group can "tunnel" directly to that scene.

A good player would consider the pros and cons of each approach. And a good role player would make a poor choice in that regard because that is more in character for his PC than making the best tactical choice. And good players would live with the consequences of their choices, not whine about the GM exercising a vendetta in-game because we didn't do it HIS way.
As has already become clear with your other assumptions about the role of the GM in the game - seeding the world with "MacGuffins", putting the PCs up against "Big Bads", etc - we also have quite different views about what counts as worthwhile RPGing. And worthwhile RPG design.

My own preference in RPG design is that the mechanics will supprt players making thematically engaging choices, rather than force the players to choose between mechanical effectiveness and "playing their character".
 

Celebrim.

Pretty sure you raised BW first (WAAAAYYYYYY back in poost 101) and continued raising it until celebrim did a bit of research to locate it. I think he did raise the sample module first (Post 259) as an example of how the exact same issue (player not engaged in scene) can occur in BW the same as in any other system. You then focused in on the fact this is a sample module, rather than the fact that BW faces the exact same issue of potential for the player not to be engaged by the scene. It was never a question of agreeing to play the sample BW module to get a feel for the game, but one of showing up for the game and being presented with this specific scenario, which the player finds not to be engaging.

This is a basic point on which I think we have very different preferences - although "occurence" is not quite the right word, as Hussar is not after an "occurence", he is after a situation, namely, being in City B able to track down whatever it is he's looking for there.

There's a lot of semantics on this thread. Whether you call it "being in the city", "arriving at the city", "getting to the city" or "interacting with the city" isn't really that relevant, in my view. You can call it an occurence, a situation, a left-handed quaffle or a squabblequawb. The nomenclature does not change my view that Hussar wants his character to be in City B, his character is not presently in City B and there is no compelling reason, in my view, to expect that a magic tunnel opens up to allow the character to immediately appear in City B. There is also no reason, once he gets there, that whatever he is looking for in City B presents itself to him in the middle of the street with a bold neon sign, just because he wants to get to that part of the scenario.

On the topic of nomenclature, it seems that you and Hussar are prone to the term "obstacle" and celebrim and I tend to use "challenge". I think there's a mindset inherent in that regard. An "obstacle" is a negative. It is something the GM makes up and tosses in the way as an impediment to the accomplishment of my goals. It connotes an active endeavour by the GM to frustrate the players by preventing their achievement of those goals, and by that connotation suggests an adversarial GM, rather than an impartial arbitrator or a co-operative force in collective storytelling. This is reinforced by the common accusation that the GM just made up the obstacle and added it in as a retroactive reason why the players' plans would fail.

By contrast, a challenge is placed to do exactly that - challenge. It is intended that the players overcome the challenge, perhaps easily, or perhaps only with difficulty and/or at great cost. But it is there to be overcome, not to defeat the players so the GM can somehow "win". A lot of the disconnect on this thread seems to come from whether one assumes the GM is adversarial. I don't believe he is - he doesn't say "No, a roc eats the centipede" nor "There are no hirelings to be had". Instead, he accepts the change of direction and works to integrate it into his game, playing out these new scenes created by the players' innovations. To me, at least, that is a sign of a good GM, not a poor one.

My view is that the players' desire for a specific situation is a virtually overwhelming reason for the rest of the world to part (metaphorically - the actual techniques are things like No Myth, "say yes or roll the dice", etc) so the group can "tunnel" directly to that scene.

My view as a player is that this robs the game of any verissimilitude, especially if done too often. I would be very disappointed to spend 10 or 15 minutes equipping ourselves for a trek across the desert only to be told "You arrive, hot and sweaty, eight days later". If crossing is that easy, why bother with a desert at all? Just put in a pleasant field, some gentle rolling hills and maybe some road signs and/or a yellow brick road.

In any case, you once again assume that the players are a hive mind - each shares the view of the others, wholly and completely. You dismiss entirely the possibility that some of the players at the table do, in fact, want to play out the desert scene(s), or the hiring scene(s). You assume that not just Hussar, but all the players, desperately want to skip forward to that one scene and have no desire to play out the existing scene. I suggest that we can be quite confident that there is one gamer at the table who is not engaged by the current scene, being Hussar. He has made that clear here - not sure how clear he made it in the actual game. We can be equally confident that at least one gamer at the table is engaged - if no other player is, then clearly the GM, at a minimum, is seeking to play out the scene. The GM is also here for an enjoyable leisure time activity, and I suggest his engagement is also relevant and important. I hope that Hussar would agree that his "not happy if even a single player is not having fun" concern extends equally to the GM.

What we do not know is how many of the other participants were in each of these polar opposite camps, or to what extent. Maybe all the players were just as bored as Hussar, but as each one fell asleep, another replaced him to keep the NPC interaction going through the full 90 minutes. Or perhaps they were highly engaged and greatly enjoying this NPC/PC interaction, to the point they don't even notice Husssar is not participating, much less that he has passed out from sheer boredom. The choice of how to proceed is vastly different depending on where we fall on the continuum between these two points.

The original assertion also seems to have morphed into "skip one, only one, just one scene forward" from "skip the whole thing and fast forward to the specific scene that catches my attention at this moment". But what is "a scene"? 90 minutes seems a very long scene, although I can certainly perceive "interview the potential hirelings" or "cross the desert" as a single scene. However, I can just as reasonably perceive "interview potential hireling #1" as one scene, with each additional interview being an additional scene. In that case, the "skip a scene" approach would be to dismiss one possible hireling ("Guys, something about this fellow just doesn't feel right - I say we dump him and get on to the next candidate"), not to dismiss the recruitment process in its entirety. Similarly, each encounter or occurence in the desert might very reasonably be its own separate scene.

You refer to "just mark off the resource and move on". Again, this is a matter of style and player preference. We can set prices for various levels of competency and loyalty for the spearmen and you "buy" them just like you buy a spear or a masterwork spear. We can also say "Battle the Grell" is a simple matter of resource expenditure - OK, mark off 15 arrows, 10 crossbow bolts, 5 sling bullets, three spells, at least one at your highest spell level, for each spellcaster, and 1/3 of the parties' total max hit points, allocated between you as you see fit. No need to play out the encounter with the Grell - just expend resources.

In fact, why don't we just map out the whole dungeon this way. The GM can toss down a card that says "Grell". The players decide whether to "Attack", "Parlay" or "Retreat". We turn the card over and it tells the characters what resources they lose in dealing with the Grell, and/or what benefits they gain (xp, treasure, etc.). We could even add some randomness by putting in die rolls (lose "21 + 4d6"% of party max hit points and/or "each character rolls dice - low roller takes half of this damage, next lowest takes 1/4 and the others divide the remander between them" and/or "Parlay: roll 1d6 - on a 1, the creature attacks - one character loses 10% of total party hp, then apply "attack" results; 2-3 the creature allows you to pass; 4-5 the creature accepts a bribe of 3d100 gold pieces or equivalent value; pay or attack; 6 the creature becomes a loyal follower of a randomly selected party member). Hey, maybe some character abilities or spells can skew those odds or results. Gee, woudn't it be cool to make it more granular and play it out over time, with combat movement and tactics? I wonder how we could do THAT!

Maybe some players would rather make combat a minor aspect of the game, so let's drop that to resource expenditure and focus the game on peaceful, rather than violent, interaction by adding depth and granularity to social interaction and removing it from combat. All that really does is cut scene combat instead of interaction. But maybe some players like combat and dislike social scenes, others like the social challenges but are bored by combat, and still others like both to varying degrees and want both included in the game.

The least likely group, and the one you seem to continually posit, is the hive mind where all players move in lockstep, but somehow the Bad GM isn't part of the hive and continues to throw up roadblocks to the fun of the player group as a whole.

As has already become clear with your other assumptions about the role of the GM in the game - seeding the world with "MacGuffins", putting the PCs up against "Big Bads", etc - we also have quite different views about what counts as worthwhile RPGing. And worthwhile RPG design.

Show me where Hussar has indicated the object of his quest in the city is neither a Maguffin nor a Big Bad. Whether it's a player-inspired maguffin ("I want to find the Lost Sword of Sar-Kor-Lahk"; "I want to meet the High Priest of my faith"; "I want to attend NovemberFest") or enemy, you need simply substitute "desired object/person/event" for Maguffin and "enemy" for Big Bad. Once again, shorthand semantics deflect the point of the discussion.

My own preference in RPG design is that the mechanics will supprt players making thematically engaging choices, rather than force the players to choose between mechanical effectiveness and "playing their character".

So what happens when one player's thematically engaging choice bores another player to tears? I don't see where anyone is asserting a conflict between mechanical effectiveness and playing their character, but perhaps you would like to point me to this element of the thread.
 

My view is that the players' desire for a specific situation is a virtually overwhelming reason for the rest of the world to part (metaphorically - the actual techniques are things like No Myth, "say yes or roll the dice", etc) so the group can "tunnel" directly to that scene.

Even the advice in BW is not so unnuanced, and as you've already shown us from your example of play, in practice you do nothing so one diminsional but instead make all the sorts of complex calculations that any good GM does. So why are insisting on a rigid inflexible technique that you in practice don't use?

As has already become clear with your other assumptions about the role of the GM in the game - seeding the world with "MacGuffins", putting the PCs up against "Big Bads", etc - we also have quite different views about what counts as worthwhile RPGing. And worthwhile RPG design.

No we don't. We both agree that we should be laying out a world that the players will find entertaining. You just seem to have players that don't find MacGuffins and BBEGs entertaining, or else, perhaps you don't exactly mean what it sounds like you mean here. I'll try to ignore the whiff of RP snobbery coming from your post, but my last session went 4 hours of almost pure RP, no combat to speak of, and lots of character thematic development. I very much doubt we have different views on what counts as worthwhile RPGing.

My own preference in RPG design is that the mechanics will supprt players making thematically engaging choices, rather than force the players to choose between mechanical effectiveness and "playing their character".

I can't think of a single RPG that forces a player to choose between mechanical effectiveness and "playing their character". Often playing your character forces you to choose between ruthless self-interest and making sacrifices based on what your character believes in, but that is not a choice for or against mechanical ineffectiveness. Mechanically, you can tweak your character however you like to maximize their effectiveness and not have that impact your capacity to play out a set of beliefs.

Moreover, I have a character motivated by the desire to find and confront his lost father, another that believes his father is motivated to find and confront (and probably kill) him, another that has a god regularly trying to kill her and who (by player choice) doesn't yet realize just how thematicly tied she is to the campaign, and another whose background means that confronting the most obvious villains means betraying them. Plus I have a character that is basically a 900 year old child beserker with a bloodthirsty sword. At this point a significant percentage of the BBEG's in the environment were created by player agency. So we have lots of sins of the fathers visited on the children issues. And we have an over arcing unite the party type theme/goal that revolves around addressing questions like, "Do the ends justify the means?" and "Who gets to determine who the bad guys and the good guys are anyway?" that is really beginning to get pogninant and pointed. Nobody is complaining about the themes getting explored, but if I was just DMing for 1 player instead of 6 we'd probably forgo having any BBEG's of the DM's province and focus solely on a particular player's interests. The main purpose of the overall plot is to ensure several things of mutual utility: a) the players don't feel like its a rowboat world but there is always some thing important to accomplish and turn their attention to when they want to, b) the players have unified goals that address their motivations as a whole rather than just individual concerns, and c) those players which have little interest in exploration of character or moral philosophy and have incompatible agendas aren't forced into melodrama as the standard way to engage the game. They can watch and laugh while other players with more interest in such things navigate those waters, and throw their weight into the fray if things turn violent. There is nothing really wrong with playing a character with simple beliefs like, "I will survive" and "I will become powerful, to survive" and "I will become rich, to survive." I've got room at the table for people who don't want to even think about it that much, and others who spend hours agonizing over moral choices and everything in between.

Still working on a longer post.
 
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In fact, why don't we just map out the whole dungeon this way. The GM can toss down a card that says "Grell". The players decide whether to "Attack", "Parlay" or "Retreat". We turn the card over and it tells the characters what resources they lose in dealing with the Grell, and/or what benefits they gain (xp, treasure, etc.). We could even add some randomness by putting in die rolls (lose "21 + 4d6"% of party max hit points and/or "each character rolls dice - low roller takes half of this damage, next lowest takes 1/4 and the others divide the remander between them" and/or "Parlay: roll 1d6 - on a 1, the creature attacks - one character loses 10% of total party hp, then apply "attack" results; 2-3 the creature allows you to pass; 4-5 the creature accepts a bribe of 3d100 gold pieces or equivalent value; pay or attack; 6 the creature becomes a loyal follower of a randomly selected party member). Hey, maybe some character abilities or spells can skew those odds or results. Gee, woudn't it be cool to make it more granular and play it out over time, with combat movement and tactics? I wonder how we could do THAT!

LOL.

And if we did do that, we could dispense with the dungeon master entirely and have 100% certainty that he wouldn't be metagaming against you - jerks that they are. No more "GM Force". No more "Myth". Every single scene would be the result of "player agency". Sounds perfect.
 

Into the Woods

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