evilmagnus: (Default)
posted by [personal profile] evilmagnus at 03:38am on 08/02/2005
So, here's my proposal. The players destroy the One Ring, bringing the instability of the threat of Sauron to stability. Congratulations! Oh, you know all those wild men that used to work for Sauron? Yeah, they're all still camped around Minas Tirith. Bang! Fresh instability. Oh yeah, and the Nazghul didn't die either. Bang! Doubl instability. Yeah suckers, I bet you really wish you had those Eagles to call on now!

Well, on the one hand this is nit-picking.
Sure, play could continue in Middle Earth into the Fourth Age. That's not the point, though.

The point is, which would be more narratively satisfying? Eagle Express to Mount Doom, followed by a few months of dealing with Hillmen? Or Epic Quest across Middle Earth with Great Trials and Tribulations and facing down the full force of Sauron? And what do you do if the thing that stands between these two forces (Hillmen vs. Sauron and the entire Might of the Lidless Eye) is an interpretation of the rules that you, the GM, did not see?

That is my point, and the point of the LOTR example. Not whether or not anyone cares about the amount of work the GM puts into hte background, or whether or not he'd be good enough to create as satisfying content 'on the fly' rather than use the compendiums he'd put together for the 'main story'. Or, indeed, whether or not the protagonist is Unstable.



 
posted by [identity profile] wirednavi.livejournal.com at 05:22am on 08/02/2005
The problem is that the 'no, you can't use the Eagles for that' is what is called, in improv theatre, 'Blocking'. It's when someone offers an improvisational suggestion, and you turn it down.

"Look! Is that an elephant?"
"No, it's not."

That's a block.

Why not say, 'Sure, you summon the Eagles. Sadly, now you're trying to fly over the mountains and Sauruman's storm forces you down near Rivendell.'? It accomplishes mostly the same kind of thing, the players feel good because they actually got to attempt their neatness, you feel good because the epic continues.
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 01:16pm on 08/02/2005
That would work in the LOTR example.

But isn't it still a 'Block'? Albeit an imperfect one? The System Rule governing the 'Summon Eagle' card says they'll perform any one task they're physically capable of. Surely they're capable of flying to Mordor... the contention being that, if according to the rules the Eagle Express to Mordor is legitimate, what does the GM do?

The point being, what if there's a System Rule (either one of which the GM was unaware, or one in which the players interpret in a different way from the GM) allows for a complete 'game-breaking' move from the GM's perspective?

Your resolution is the same as mine - deny it. The Rule does not work as written, to prolong the Quest.
 
posted by [identity profile] wirednavi.livejournal.com at 04:15pm on 08/02/2005
You're assuming that any given rule stands alone. It doesn't. There's also, one assumes, a rule that says 'Sauruman can create nasty winter storms which can force down birds and travelers over Carhadras' or something.

If there's a system rule that allows for game-breaking moves, then it's your responsibility as a GM to understand the system well enough to avoid it. Either that, or change the system _before the situation comes up_. I'm not saying systems can't be changed. What I _am_ saying is that the system is there to divvy up authority between players, including the GM. If the GM can arbitrarily override the system then that divvying doesn't exist.
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 04:39pm on 08/02/2005
There's also, one assumes, a rule that says 'Sauruman can create nasty winter storms which can force down birds and travelers over Carhadras' or something.

But what if there isn't? (Which was the whole point of the example, after all).

If there's a system rule that allows for game-breaking moves, then it's your responsibility as a GM to understand the system well enough to avoid it. Either that, or change the system _before the situation comes up_.

Gah. So I need to be a rules-lawyer to run a game now? That's no fun.

I think every game I run from now on will have a Rule of Unintended Consequences rule. Because I don't want to be a lawyer, and rule systems that I can completely and totally understand will be too simple for the kinds of game I run.
 
posted by [identity profile] wirednavi.livejournal.com at 06:00pm on 08/02/2005
A: I think you underestimate simple systems. I know I sure did.

B: That said, I think that I - and most of the people on this thread - are scuccumbing to the same problem that I always get when I talk about politics: I want things to be as perfect in execution as they are in principle. The fact is, often pragmatism is better than principle because if you follow pragmatism to its ultimate conclusion it gives decreasing returns and takes forever.

C: THAT being said, I think the best idea is to pick the closest system to what you want, modify it as best you can beforehand, and make sure that the other players are cool with the idea that 'if the system happens to be wrong in some unknown way about how the world works, we're going to alter it on the fly'.

D: On the other hand, I still dislike your Gandalf + Eagles example, because it seems pretty clear to me that the player in that instance isn't doing something that doesn't fit the metaphysic or the reality of the world, they're just doing something the GM doesn't want them to. And that smacks of railroading. I think there's better ways of handling such things than saying 'you can't do that'.
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 04:31am on 09/02/2005
[Error: Irreparable invalid markup ('<i.d:>') in entry. Owner must fix manually. Raw contents below.]

<i.D: On the other hand, I still dislike your Gandalf + Eagles example, because it seems pretty clear to me that the player in that instance isn't doing something that doesn't fit the metaphysic or the reality of the world, they're just doing something the GM doesn't want them to. And that smacks of railroading. I think there's better ways of handling such things than saying 'you can't do that'.</i>

I will dispatch Eagles forthwith to pick out your eyeballs and feast on the juicy treats within!
:)
 
posted by [identity profile] wirednavi.livejournal.com at 06:00am on 09/02/2005
Can't do that! The eagles are, er, preening today. Yeah.
 
posted by [identity profile] lordsmerf.livejournal.com at 02:41pm on 08/02/2005
The point is, which would be more narratively satisfying?

And this is my point. I'm going to need you to prove to me that the Quest of the One Ring is inherently more satisfying than the quest Tolkein could have written about the crusades against the Hillmen.

I mean, you're basically presenting this idea that if Tolkein had written an epic quest, beginning with the heroic destruction of the ring, about some heroic group's struggle to destroy the raging hordes now unleased upon the world with the death of their leader. I think that could be a great, epic story. Are you saying that it couldn't? If you are then I need you to help me figure out what's inherently less good about it. If you're not saying that then it doesn't matter if they blow the One Ring up at the beginning or the end.

Thomas
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 03:23pm on 08/02/2005
And this is my point. I'm going to need you to prove to me that the Quest of the One Ring is inherently more satisfying than the quest Tolkein could have written about the crusades against the Hillmen.

I'd say the empirical evidence shows that the most Narratively Satisfying tale Tolkein, the worldbuilder, could come up with was the Lord of the Rings.

You'll note that he didn't write anything interesting about the Fourth Age, despite having plenty of time to do so.

I mean, you're basically presenting this idea that if Tolkein had written an epic quest, beginning with the heroic destruction of the ring, about some heroic group's struggle to destroy the raging hordes now unleased upon the world with the death of their leader.

Well, see, that breaks the World. In Tolkein's internally-consistent worldview, the forces of Evil were empowered and driven by Sauron. With the destruction of the Ring, his hold over them was broken and they were either destroyed or faded. That's why the Ring was so freakin' important!

If you are then I need you to help me figure out what's inherently less good about it.

I think we're getting nowhere with this. It's clear we have wildly different subjective opinions on what makes a good story.
 
posted by [identity profile] lordsmerf.livejournal.com at 03:36pm on 08/02/2005
Sure. I really want to discuss this further with you, but this may not be the place. Feel free to contact me by email: thomas.e.robertson@gmail.com

I mean, I don't want to sound like an ingrate, but my mind boggles at the idea that Tolkein couldn't have written a better story. That somehow he achieved the perfect narrative and didn't feel the need to write anymore. Firther, the Silmarillion makes it pretty clear that in the Third Age, the forces of evil were unified by Sauron, but evil wasn't defeated with his destruction. Well, that was my read, but it's still beside the point.

The real point here is that in an RPG you are the authors. If you were planning on Sauron's fall being the end of all evil (or whatever), but you want to change things up so that it's no longer true, you can do that and still be consistent. This would be exactly the same as if Tolkein had written some other story. That story would be consistent because he, as the author and creator of the imagined world, says so.

We could just "agree to disagree", but I think that's a cop out. I mean, I don't even understand what your position is, and I'd like to continue this discussion until I do. Contact me if you are interested. Otherwise, it's been fun :)

Thomas

Thomas
 
posted by [identity profile] unrequitedthai.livejournal.com at 06:27pm on 08/02/2005
Unlike Tolkien and other fiction writers, it is impossible for a GM to be sure he has an internally consistent worldview and simultaneously expect the PCs to make meaningful decisions, because he must include the PCs in his worldview, and they act based on factors that he cannot discern (the players' understanding of them), unless he blocks player contributions.
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 07:03pm on 08/02/2005
I don't know if I agree with that - certainly it's not been true in my experiences. I pride myself on running games that are very, very internally consistent - and I find that the players respond well to that and behave in a rational manner within the context of the system.

But I've never run a totally-cooperative game: they've always had the GM as final arbiter of what does, or does not, work, and I've never adhered 100% to a system chosen before play begins.

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