| Elliot Wilen ( @ 2007-07-01 17:47:00 |
Giving up control
I'm taking a break from participation in RPG forums; however I've indulged in reading theRPGsite over the past couple days. I've especialy enjoyed threads on Gonzo Gaming and Notes towards a critique of embedded themes in Forge narrativist games (which are ongoing).
But what I want to write about here, very briefly, goes back to an old thread entitled The need for Conflict Resolution?, which I still think is one of the clearest discussions of the topic if not definitive.
Nevertheless I think I got something wrong in that thread, here, where I wrote,
Basically, the bolded part is wrong. Nobody needs to "exercise narrative control". E.g., the shelf of ingredients/chemicals could have been prepared in advance by the GM (or via a random table); the character could have failed a roll to accurately choose/identify the vial of "salt"; the guard's appearance could have been via a random "encounter check" or a chart of the guard's patrol. The captain's reaction could be reasonably extrapolated, possibly based on a personality sketch; ditto for the cook. Reaction rolls & combat rolls could take care of the rest. There may be a stretch or two there but the point is that nobody has to take responsibility for whether the player's intentions are realized. There's no need for "intentions-based resolution". No need for "fiat". Basically the whole thing can be produced through subordination to the fiction in terms of rules & a common understanding of the fictional reality.
Hmm. "common understanding" is really the most problematic issue here. As clashes are possible.
But even if the GM has a different understanding from the player, that isn't the same as the GM imposing an outcome via "fiat". We're talking about disposition of responsibility as well as authority here, and as long as the GM is understood by all to be subject to the fictional reality, we have a very different situation from the GM who endeavors to "tell a story" in terms of selecting and/or resolving conflicts.
I'm taking a break from participation in RPG forums; however I've indulged in reading theRPGsite over the past couple days. I've especialy enjoyed threads on Gonzo Gaming and Notes towards a critique of embedded themes in Forge narrativist games (which are ongoing).
But what I want to write about here, very briefly, goes back to an old thread entitled The need for Conflict Resolution?, which I still think is one of the clearest discussions of the topic if not definitive.
Nevertheless I think I got something wrong in that thread, here, where I wrote,
A[n] example [of a player's intentions being achieved without working through the character's actions] would be something like a character sneaking around the enemy camp, tasting the enemy captain's dinner, mistakenly pouring alum instead of salt onto the potatoes before running away to avoid a guard, and unintentionally causing an argument that results in the cook killing the captain.
To achieve something like this, either the GM has to exercise "narrative control" or the player does--there's basically no way to go from the character's intentions, whatever they were, as expressed via the tasks attempted/performed, to the outcome.
Basically, the bolded part is wrong. Nobody needs to "exercise narrative control". E.g., the shelf of ingredients/chemicals could have been prepared in advance by the GM (or via a random table); the character could have failed a roll to accurately choose/identify the vial of "salt"; the guard's appearance could have been via a random "encounter check" or a chart of the guard's patrol. The captain's reaction could be reasonably extrapolated, possibly based on a personality sketch; ditto for the cook. Reaction rolls & combat rolls could take care of the rest. There may be a stretch or two there but the point is that nobody has to take responsibility for whether the player's intentions are realized. There's no need for "intentions-based resolution". No need for "fiat". Basically the whole thing can be produced through subordination to the fiction in terms of rules & a common understanding of the fictional reality.
Hmm. "common understanding" is really the most problematic issue here. As clashes are possible.
But even if the GM has a different understanding from the player, that isn't the same as the GM imposing an outcome via "fiat". We're talking about disposition of responsibility as well as authority here, and as long as the GM is understood by all to be subject to the fictional reality, we have a very different situation from the GM who endeavors to "tell a story" in terms of selecting and/or resolving conflicts.