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The Situation

Started by David R, November 28, 2006, 06:46:13 PM

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James McMurray

Out of curiosity, what system were you playing? The system can play a huge role in this choice, as sometimes it may offer something to use instead of simple GM Decision.

David R

Quote from: AosIt doesn't matter what you call it. I normally avoid blanket statements, but I am beginning to think that the true "swine" are everyone who thinks that such things do matter.

This is kinda of what of what I'm talking about. I should have just said "when does fudging become story gaming?", but I was curious about all this different methods for different hobbies talk. I thought by relating it to an actual example of play would help.

In the situation in my first post, the way how I handled it, was the shot pierced the BB's hand making her lose the weapon. The remaining characters attempted to rush her resulting in the delusional character picking up a shot gun and firing into the crowd in front of him. The BB got it but so did the kid...tragic but it was the best I could manage.

Regards,
David R

David R

Quote from: James McMurrayOut of curiosity, what system were you playing? The system can play a huge role in this choice, as sometimes it may offer something to use instead of simple GM Decision.

We were using an AD&D varient or some such - hey, before I joined them, D20 and TSR games were all they ever played :D

Marco's points above is one of the reason, I got them to try new systems. It made running games easier for me, since most of the games I introduced them to where not all or nothing dice roll systems, if you get my meaning...

Regards,
David R

Aos

Quote from: David RThis is kinda of what of what I'm talking about. I should have just said "when does fudging become story gaming?", but I was curious about all this different methods for different hobbies talk. I thought by relating it to an actual example of play would help.

In the situation in my first post, the way how I handled it, was the shot pierced the BB's hand making her lose the weapon. The remaining characters attempted to rush her resulting in the delusional character picking up a shot gun and firing into the crowd in front of him. The BB got it but so did the kid...tragic but it was the best I could manage.

Regards,
David R

Think about the question a bit- how will it imrove your game to have an answer? I don't think it will.
If you feel that the occasional fude is good for the game (and I do) get a screen and keep your die rolls secret.  RPG's are like marraige- sometimes the truth will not set you free and you have to lie to keep things going.

I apologize to everyone if I'm thread crapping, it's not my intent.
You are posting in a troll thread.

Metal Earth

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Kyle Aaron

Quote from: David RMy question is this. At what point between these two options (if there is even a clear demarcation) do I stop playing an rpg and start playing a story game?
Buggered if I know, mate. But who gives a toss?

The question should not be, is this a "story-game" or "an rpg", or any bollocks like that. It's, "which option would be most interesting and fun, and most memorable for the group?"

You want your players to leave the session saying, "that was great!", yeah? You want them to talk about it between sessions, enthused by what's happened so far, and anxious to know what'll happen next? You want them to mention your game and its events years later, saying, "I remember when -"? Then do whatever you think will be the most interesting, fun and memorable.

To discover what is interesting, fun and memorable for your players, ask them - preferably before the campaign, but probably a couple of times during it, too.
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Aos

Quote from: Elliot WilenAlso IMO if you choose that option, the players will stop caring about the rules, and they might also stop caring about their own player-characters' actions. The game can survive the former (and may be the first step toward a socially-mediated sort of story-game) but I think the latter would be fatal.

Please don't be offended, but this part of your post reminds me of the movie "Reefer Madness"
You are posting in a troll thread.

Metal Earth

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David R

Quote from: AosI apologize to everyone if I'm thread crapping, it's not my intent.

Not a problem, esp since I agree 100% with what you posted on this thread.

JimBob, got your point.

However I'm still curious as to whether there is any substance to this whole rpg becoming a storygame debate. Now I realize it really wouldn't help my game anyway, but this is more about curiosity  -sparked by a post game discussion (talking about gaming after a session is unheard of in my group :)) - than anything else.

Regards,
David R

flyingmice

Quote from: David RWe were using an AD&D varient or some such - hey, before I joined them, D20 and TSR games were all they ever played :D

Marco's points above is one of the reason, I got them to try new systems. It made running games easier for me, since most of the games I introduced them to where not all or nothing dice roll systems, if you get my meaning...

Regards,
David R

I didn't know which system you were using, so my "What I would do" answer was based on using one of my games, where there are several things  that could happen in that situation - like sniping - which are within the rules, not ad-hoc rulings. Sniping, Commando kills, perfect zero hits, going slower for a better hit, Luck points, etc. are tools for the player characters to use in these situations, when it really matters to them.

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Spike

My take is rather simple. I rather like, and would have said it if not beaten to the punch, the 'cutscene' coolfactor moment. It smacks of awesomeness if handled right. Let him make his shot roll.  

As a GM I'd be looking to salavage the situation. TPW's are no fun for anyone... depending on the game in question. Salvage does not mean cheat, nor does it mean fudge.  Hit point mechanics annoy me no end for reasons like this... this is the perfect 'kill the climactic moment' example of why.


So. Cutscene. Player makes his hit roll. He hits then the BB goes down. Maybe wounded, maybe dead. Maybe running, whatever suits the need.   Full blown cutscene he doesn't even roll.  He's close, relatively healthy, she doesn't know he's there and her back is turned. Pow.  Less cutscene, roll all the dice. He hits, does weak damage, she's wounded and flees. Good damage and she drops.  Crit and its brainsplatters all around.

But what if he misses?

Doesn't matter. She's gloating over her victory, about to annihilate these interlopers and a shot rings out, maybe wings right past her head. She doesn't know where it came from, didn't expect it. Her lackey's are all dead, she's got no backup.  She'll run. Maybe she'll regroup sooner rather than later.

Of course, whacking everyone is still an option.  It just depends on what your needs are.  

But: They've already told you all this. You have the tools, use 'em.

That's my take. Let him roll his dice, then cutscene it from there. Cutscenes are perfectly valid, never seen a rule against them. As long as you aren't narrating the players actions against their wishes, it should be a cool event for everyone involved.
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Warthur

Quote from: David RThe damage was pretty decent but nothing critical. I had two options. The first , disregard the actual HP/health level of the opponent and consider the shot a fatal one thus ending the game or the second, think of it as any other shot and allow the fight to continue (even though I knew that it would end (for various reasons) with the party being destroyed)
Which way did you go, in the end?
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David R

Quote from: WarthurWhich way did you go, in the end?

Kinda of the first, I think. The shot (was great) but the damage (not so) so I fixed it so her weapon flew out of her hand, leaving an opening for the players to charge her. Normally with this "don't do us any favour*" group, they would want the first option verbatim, if you know what I mean. But after this game, it become a "don't ask, don't tell group"...:D

*fudging, that is

Regards,
David R

arminius

Quote from: AosPlease don't be offended, but this part of your post reminds me of the movie "Reefer Madness"
That's okay, I haven't seen the movie, and anyway this is a touchy situation.

But I feel vindicated by David's outcome. Whatever the terminology of storytelling game vs. story game vs. rpg, what happened was that the players stopped looking at the rules (those rules at any rate, the ones they were using) as the final arbiter, and moved in the directon of deciding things on the basis of whatever makes everyone happy. It's also interesting that they wanted things to be done this way, but they didn't want to acknowledge it openly.

arminius

BTW, I didn't notice that the bad guy's minions were all dead. Given that, having the gun shot of her hand, or having her be distracted or decide to run from the unknown assailant--all various degrees of goodness, IMO. Probably better than a Dr. Evil-type execution, still not as good as a Hero Point system or some other rules-based refinement. The reason being that, for me, the knowledge that the rules weren't really being used, and that the GM would arbitrarily save my ass as long as I made a "good effort", would cause me to lose interest.

arminius

Quote from: David RHowever I'm still curious as to whether there is any substance to this whole rpg becoming a storygame debate. Now I realize it really wouldn't help my game anyway, but this is more about curiosity  -sparked by a post game discussion (talking about gaming after a session is unheard of in my group :)) - than anything else.
Yeah, see, for the purpose of this discussion, I'm making a three-way distinction.

1. RPG: the GM controls the world, the players control the PCs, the rules are followed to lend consistency, continuity, and intelligibility to the way the world works.

2. Storytelling game: same as the above, except the GM overrules the rules for metagame reasons, including saving the PCs. Also, the GM manipulates things behind the scenes or contrives scenarios to force the players along a pre-set path.

3. Storygame: even if there's a GM, the players have significant degrees of control over the world, beyond what their characters would have. Typically done through the rules, but it can all go to consensual freeform, too.

There's probably a continuum.

Hopefully this sheds some light on my Reefer-Madness-like comments above.

David R

Quote from: Elliot WilenIt's also interesting that they wanted things to be done this way, but they didn't want to acknowledge it openly.

I think I can explain this with a ramble.

The way how I see (and read it on numerous threads), the trad rpg dynamic of player and GM comes with certain assumptions of how GMs carry out their responsibilties. Broadly speaking, there are two aspects to what GMs do.

The first is application. Where the GM applies the rules to situations that come up. These are normaly black and white situations. The second is interpretation. These are the grey situations. Situations where the rules don't offer much guideline and/or when applied are detrimental for various reasons to the fun of that particular gaming group. GMs spend most of their time in these grey areas.

Now interpretation carries with it certain..what's the word I'm looking for?..issues, maybe? which depending on a specific group with a specific playstyle could be a problem. These issues could include stuff like fudging, railroading, stroytelling etc.

Okay, so finally getting back to my group's don't ask don't tell policy. Now, the main thing about my group, is that they realize that most of GMing is within the grey area. What they would prefer is that decisions made by the GM within these grey areas carry with it the same risk to their characters as rolling dice would. Sounds strange right?

But here's the thing, my group gets an inordinate amount of joy from the outcome of dice rolls, so when I as the GM makes one of my interpretative calls, they would rather 1. The element of unpredictability that dice so ably provide be retained 2. That the decisions I make be unnoticable to them as players.

Now in more story-centric rpgs (non trad rpgs), the emphasis shifts from interpretation to collaboration because the GM/player dynamic isn't as rigid as in trad rpgs.

Sorry for the ramble. But this is more or less what the group discussed a couple of days ago. Some of my terms of course don't make much sense, hastily cobbled together from our acadamic backgrounds :D

Regards,
David R