Let's take this a few steps further.
Can other followers assess your behaviour?
Yes. As [MENTION=99817]chaochou[/MENTION] noted upthread, NPCs may have opinions, and the GM will play those NPCs. But those opinions aren't the
GM's opinion.
Can the High Priest condemn the PC as a murderer, for example?
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Let us assume he casts a Commune spell to obtain the direct guidance of the higher power. Or let's bump his level a bit - he casts Gate to get the answer right from the horse's mouth. That is, the character has the ability and motivation to cause the Raven Queen or Erathis to "turn up". Do they stand there, dumbfounded, or express a view? How is that view to be determined, in your view?
The high priest can express a view. But in the sort of game I'm talking about Commune and Gate can't exist, or if they do exist can't do what you're having them do here.
In 4e, for instance, Commune-style spells can substitute for a Knowledge check, but there is no "Knowledge:Morality" skill.
In a different campaign, which had as one key element a couple of monks and a fallen animal king defying the heavens so as to preserve humanity from an ancient karmic retribution that the gods were sworn not to prevent, the views of the gods were clear: "Don't do that!" But the monks didn't serve the gods. They served the Buddhas. And what the Buddhas thought of the situation was, in play, left up to the players of those monks. And what animal kingship required was left up to that fallen animal king.
As I've said, for me as GM to take a stand on that (including via the sorts of mechanisms you descibe) would kill the game stone dead.
I can also see a vision of their deity received by the character being quite relevant. Maybe the real conflict here is that the character must reconcile their bloody thirst for vengeance with their service to the Raven Queen and Erathis, because the two are incompatible.
That sort of thing - not so much the vision, but the conflict - is quite viable, but has to be deftly handled. In my own game, for various reasons, the PC I mentioned has also added Bane, Kas and perhaps Vecna to his list of patrons, and this certainly creates a framework for applying pressure.
The key is to lead the player into a situation in which two freely-chosen commitments/convictions come into conflict, and
leave it to the player to choose. Or, if clever enough, reconcile.
So to bring that back to your example, it's very important whether or not the
player sees the situation in terms of a conflict between fidelity to the gods, and vengeance. If so, bring it on. But if not, then as GM I have to back off. I can encouage the player to look for deeper things to explore in relation to the PC (as I frequently do in relation to Vecna), but it has to be the player's choice, not mine.
Again, we're back to the division of duty between player and GM. The player sets the conflict in this case - it is an internal conflict, at a minimum. But who sets the manner in which the conflict is to be resolved? That division can vary a lot.
Sure, but I was asked how BW works, and am doing my best to explain it. In BW it's crystal clear that the player makes all the choices. The GM just provides the pressure.
But the GM needs to present the desired scenes. If he doesn't know what scenes you desire and don't, he can't do so effectively. And it seems like your "not desired" scenes are pretty unpredictable from where I sit - 80+ pages of several of us trying to understand why you differentiate between desert and siege seems to bear that out.
Well, it shows you probably shouldn't GM for [MENTION=22779]Hussar[/MENTION].
But that might be as much a fact about you as it is a fact about Hussar. After all, I find Hussar's reasoning completely straightforward, and was able to correctly predict in advance of his confirmation that he wouldn't have the same response to the siege as to the desert/centipede minutiae.
So I don't think I'd have much trouble presenting desired scenes. And if I wasn't sure, I'd ask!
Oddly, you consider goals and objectives something the GM should be 100% conversant with, but assume the GM has no idea of party resources.
This certainly describes my GMing. I've got a very good idea of my players' goals and their conceptions of their PCs - especially because quite a few of these are expressed via canonical build elements (class, theme, paragon path, epic destiny), and also because these are the bread and butter of play.
Whereas they frequently catch me by surprise with their resources, even ones they've had for (real time) years of play. I guess this is because managing their resources is something I see as their job, not mine.
I come back to the rules statement that there is no guarantee your belief is correct.
Are you being misled by the word "Belief"? In BW, Belief - as an element of PC building and a tool for player flag-flying - is synonymous with "conviction". If someone asks you (the real world you) "What do you believe", they often aren't asking you to report you current epistemic state (eg "There's a person in front of me asking a question.") but rather your deep convictions, the things that move you, that you are passionate about.
That's what Beliefs in BW are getting at.
So when a player states as his/her PC's Belief "I am the true king of this land", the player is not reporting his/her epistemic state. Nor is s/he reporting the PC's epistemic state. S/he is reporting the value, the conviction, that is going to drive her PC's behaviour, and that s/he wants to have as the focus of the game.
I gave the example upthread of the film "Hero"; or the film "Casablanca" would do as well: imagine starting a BW game with the Belief "Loyalty demands sacrifice". That's just begging for the GM to push things in such a direction that the ultimate choice for the player to make, in playing the PC, is whether or not to sacrifice the relationship to the object of loyalty itself, in order to preserve that object. "To save her, I have to let her go!"
The whole point of BW play is that we don't assume a correct answer from the outset. As far as play is concerned, there is no pre-determined truth. If there was, play would be pointless. The campaign would be over before it began.
All we know is that the character believes this. He could believe that he can cause the sun to rise in the west, but my guess is that the dice roll will be pretty tough
That's not a Belief in the relevant sense. That's not a conviction, an object of passion. It's simply a report of an epistemic state.
A lot of people believed the world was flat and the sun revolved around it. Their unshakeable belief did not make it so.
Again, this has nothing to do with convictions or motivating passions. It's about epistemic states.
As long as you accept that the resources of the King may well be adequate that those dice will fail you.
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There must be some backstory reason for your belief, mustn't there?
These two things are related. The GM and player(s) will have jointly established the basic campaign premise, backstory etc. (See the BW thread for some more detailed quotes from the rulebook.) That will include making space for the players Belief to be played out and explored in a genuine way.
The GM responding to the players' inital moves in the game (say along the lines I mentioned upthread, of having the PC rabble-rouse in the streets) by having 20 guards turn up and shoot the PC would be the BW equivalent of the D&D GM who declares "As you leave the inn a red dragon breathes on you all for 88 hp damage. Sucks to be 1st level, I guess!" or who declars "Rocks fall. Everybody dies." That is, it would be the worst example of bad GMing.
And if you are correct, there is history in that regard. That it has yet to be discovered in no way means it is not backstory. If this were simply a statement in the player's background notes in another game, nothing stops the GM deciding he'll see how things play out, or even deciding some time into the game that maybe it would be more interesting if it turns out the player is wrong, or right, after all, despite his first inclination (and play to date) differed.
I don't understand your remarks about a GM deciding that a player's notes are wrong - I'm not 100% sure what that means in D&D ("We meet the mayor of GH, the GM tells us his name is Nerof Gasgal, we right that down, but then next week the GM tells us his name was actually Fonkin Hoddypeek" - are you talking about retconning?).
But as far as BW is concerned, there may or may not be history in the gameworld, but if no participant - including the GM - knows what it is, it is not currently existing backstory. You might say it's backstory yet to be written, but that's verging on oxymoronic - "backstory yet to be written" is a type of real-time scripted reveal.
But what if there is no history? Maybe the way that the PC goes about trying to prove that he's the true king of the land is by (i) proving his merit, and (ii) proving that true kingship belongs to the meritorious, and not simply the inheritors of others' glory. I can envisage quite a wide variety of games, with a variety of trajectories, in which the "I'm the true king" Belief plays out.
The history will be important to whether he is or not.
Not necessarily, for the reason I just gave.
I believe you said this could be vetoed as well. So what happens if we establish, pretty early on, that royal bloodline is required, and your possession of that trait is voted down?
Then, under this set of assumptions (which needn't hold, as I've just pointed out - kingship needn't be hereditary or historically grounded, after all) you haven't yet proven that you're the true king. But if the campaign is still ongoing, there will be future trait votes.
didn't you say above that the belief could remain when the truth of the belief had been established? Now you say this being established renders the game unplayable.
What makes the game unplayable if it is established or authored
from the outset. Proving it true in play - if that happens - is what the game is about.
I also said that if the Belief comes to an end as a goal, it might continue on as a "Fate mine". But in that case, if the campaign is to keep going, the player would need to write out at least one new goal-oriented Belief. And then my same observation would be true - it would be crucial for play that the truth or falsity of the
new Belief not be predetermined or already authored.
What if the player manages to ascend the throne without definitive proof of the veracity of his claim being determined?
I think you are somewhat fixating on this issue of "proof" or "veracity". But it's a red herring. I think you are also getting hung up on a type of literalism which seems to me to be missing the point.
Put to one side, for the moment, gaming. Think about the real world. The world contained a first king. It is uncertain who that was (some, eg Rober Filmer, say Adam, but obviously not all agree). But whoever it was, that person wasn't king via heredity. Not to mention the creation of kings for all the newly-formed European states of the 19th and early 20th century, plucked form the obscurity of various German noble families. They weren't
kings via heredity.
Were these people true kings, or not? All of them? Some of them?
Now bring in cases of usurpation - extremely common in Germanic kingships of the post-Roman period. Heck, take William the Conqueror - was he the true king of England? Or was Harold? At the Battle of Hastings, when they confronted one another, who was the true king?
And now bring in the elements of romantic fantasy - Robin Hood, "the King and the Land are one", etc? Maybe our peasant PC makes crops flourish where they have been withering. Could the so-called king, sitting on his throne while the people starve, do that?
My guess is that the player who declares as a Belief "I am the true king of this land" has one or more of the above examples and questions in mind. S/he probably isn't calling for a game about proving priorities of birth (although even that's conceivable if s/he has the Batard Lifepath). I think it's more likely that she's got in mind some mixture of Robin Hood, meritocratic usurpation and/or the peasant's deep and genuine connection to the land and it's people.
Was that a good campaign or a bad one?
How do I know? Did we enjoy it? Was there laughter? Drama? Were voices raised and passionate arguments made?
We never did resolve that belief. Maybe we find that definitive proof, but it persuades no one
BW play isn't a science experiment. It's not about conjecture and verification.
Does the film Hero prove that loyalty requires sacrifice? Or does it prove that sacrificing yourself for politics is a folly that ruins the lives of those you love? I've got my own views (which I won't share due to board rules). But different viewers will naturally have different views. That's kind-of the point. It's not a fable for teaching children good manners - it's aspiring to be, and in my view succeeds in being, a serious work of art.
I don't expect much RPGing, including much BW play, to be as serious a work of art as "Hero". Episodes of RPG play are probably only meaningful for those who actually participate in them. But for those participants, it should produce an emotional response of a comparable sort.