Topic: Player Narration and GM Secrets
Started by: szilard
Started on: 4/25/2003
Board: RPG Theory
On 4/25/2003 at 4:23pm, szilard wrote:
Player Narration and GM Secrets
This is spun off from a post Ron made in the (remarkably interesting) Actual Play thread A demoralising day which highlights a current dilemma I've been having:
How do you allow for the GM to maintain secrets in a game which permits player narration?
an example:
The PCs square off against a main villain in what is intended to be a climactic fight scene. The PCs have heard that this villain possesses some strange powers, but they haven't learned details. Now, the system supports the players narrating the scene, but the players don't know the capabilities of the NPC. How could you resolve this?
some options:
1) The players make up the powers.
2) The GM tells the players what the powers are.
3) The GM reserves some minor narration (or editing) rights, perhaps interjecting NPC capabilities as they become relevant.
Now, (3) might be - in some sense - the most satisfying, but it also seems like it would be the trickiest to implement in a way that didn't seem artificial.
Are there other options?
Stuart
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On 4/25/2003 at 4:45pm, Kester Pelagius wrote:
This may be incredibly naive. . .
. . . Since I really haven't played in any storyteller systems. But, hey, lack of knowledge have never been reason not to post! Right? ;)
szilard wrote: How do you allow for the GM to maintain secrets in a game which permits player narration?
The PCs square off against a main villain in what is intended to be a climactic fight scene. The PCs have heard that this villain possesses some strange powers, but they haven't learned details. Now, the system supports the players narrating the scene, but the players don't know the capabilities of the NPC. How could you resolve this?
some options:
1) The players make up the powers.
2) The GM tells the players what the powers are.
3) The GM reserves some minor narration (or editing) rights, perhaps interjecting NPC capabilities as they become relevant.
Now, (3) might be - in some sense - the most satisfying, but it also seems like it would be the trickiest to implement in a way that didn't seem artificial.
Are there other options?
StuartHow do you allow for the GM to maintain secrets in a game which permits player narration?
Why can't you just have the players narrate their character's actions and then have the GM narrate the Villain's actions?
Worked in the good old days.
Say something like:
Sonny: My Mighty Ninja Warrior-Assasin, Bunny, stealthily moves in the shadowy dark, glistening vorpal blade of decapitation ready to be unsheathed at the slightest provocation while... yadyadayada
(switch)
GM: "Death and destruction," sputters Amorous Deathvixen, "I shall rain blood and gore down upon all who oppose my plan. Yes, yes, soon everyone shall be forced to wear Thongs of Uncomfortablness and eat brocoli pudding!" (sound of GM cackling)
(switch)
Teresa: (Looking like she wants to either burst into laughter or fish in her purse for an advil) "I move forward, hand ready to gesture a quick ward if need be, as I scan the room. Dammit, Bunny's disappeared into shadows again, the fool. Damn males, always too eagre to draw sword and spill precious bodily fluids..." and etcetera
What's wrong with delineating responses back and forth to allow everyone a say in the action?
Telling stories are fine but, from what it sounds like, you need to institute a mechanic that allows for everyone to have their turn. . . Turns. Hmm.
As I said I've never played a storyteller system but that's how we played most games. As GM I controlled the scene (yeah, sure I did!) by simply pointing to a player, letting them have their say up to a point I felt like the actions for a turn permited, them quickly pointed to another character and had them speak up, if they wanted to. One thing I noticed is that everyone had their own style of responded. Some like to narrate their actions, others semi-narrated (spoke in third person) while others just sort of said their character did X, Y, and then Z.
If narration is really that big a part of the game this may not work, especially if everyone wants a say. But then again there isn't any reason why you can't adapt this to suit your needs, and thus allow everyone to have their say within reason.
Just remember, the GM is the GM. Like all power it must be wielded. Use it or lose it, and all the other cliches that elude me at the moment. Otherwise you might as well just sit around a camp fire and tell ghost stories while making smores. *shrug*
Apologies if this didn't help any.
Kind Regards,
Kester Pelagius
On 4/25/2003 at 4:52pm, szilard wrote:
RE: Player Narration and GM Secrets
Kester,
That's not exactly what I was talking about. I'm trying to focus upon player narration task or conflict resolution. Sorry if I wasn't clear there.
Stuart
On 4/25/2003 at 5:06pm, Jack Spencer Jr wrote:
Re: Player Narration and GM Secrets
szilard wrote: How do you allow for the GM to maintain secrets in a game which permits player narration?
This sounds counter to me, actually. If the players narrate, then the GM's role is mostly of director, in regards to scene framing, and facillitator for what the players come up with. This is not what I think of when it comes to GM secret. That term makes me think of the style of play I outlined in the I Listened To My Friend's Game Last Night thread in Actual Play.
On 4/25/2003 at 5:09pm, Jay Turner wrote:
RE: Player Narration and GM Secrets
One of my games awards narration to whomever wins a check. The limits on that clearly state that while you're free to narrate whatever happens to the other character as a result of your action, you cannot narrate the other character's actions.
For example, you're fighting against an evil villain (played by the GM). You don't know what he can do. When you check, you win narration, so you narrate that you go over, grab the villain by the neck, and slam him a couple of times into the wall.
You may not say, "I slam him into the wall, and he starts screaming." If the villain is going to scream, that's for his player to decide.
In most cases, both parties will declare their actions before they challenge for narration. So the hero says, "I will run in and grab his neck," while the villain says, "I will fire bolts of liquid Deth at him," and if the hero wins, he can narrate dodging bolts of liquid Deth, or even getting hit by them. He cannot narrate the villain ceasing his bolts of liquid Deth, but he may narrate getting hit by them as he lifts the villain from the ground.
I'm still ironing that all out, but that's how I did it. It may put too many limits on the narration for some people's tastes.
On 4/25/2003 at 5:16pm, Valamir wrote:
RE: Player Narration and GM Secrets
I think your 3 options are all perfectly valid possibilities.
Universalis relies completely on option 1. This works well from the perspective of maintaining suspense. So if you're primary goal of the secret is to maintain that feeling that there's something more going on than we know about and it could come out and change things at any moment...this works well.
Most games that cede some narration power to the players use option two, because most such games reserve the right to GM veto. Adventure! uses this method for its Dramatic Editing rules.
Donjon uses option 3. Whoever wins the roll gets to narrate 1 Fact for every success that is absolutely carved in granite. The other party gets to narrate everything else. So if the player wins and uses their facts to narrate certain things, it is easy for the GM to come in and incorporate his "secrets" into the situation. If the GM wins he incorporates his "secrets" as part of his initial Facts. There is the possibiltiy of the player's using their Facts in a way that thwarts the secret, but that is unique to the way Donjon divies up the power and not I think required of all such possible systems.
An easy way would be for the GM to have all of the "Secrets" in the game written up on little 3x5 cards. When a player wins the right to narrate they are given an appropriate card which outlines items that are "Fact" and need to be incorporated.
On 4/25/2003 at 5:20pm, szilard wrote:
RE: Player Narration and GM Secrets
Jay Turner wrote:
For example, you're fighting against an evil villain (played by the GM). You don't know what he can do. When you check, you win narration, so you narrate that you go over, grab the villain by the neck, and slam him a couple of times into the wall.
You may not say, "I slam him into the wall, and he starts screaming." If the villain is going to scream, that's for his player to decide.
Hmmm...
Okay, but what if the villain has some strange magical effect that, say, makes him intangible? How would you handle it when the PC's narrated actions couldn't happen?
I mean, one possible answer is to say that the villain doesn't have that effect, but it could be - if not central to the on-going story, then important to it. Perhaps the villain is responsible for a number of seemingly impossible thefts. When the PCs confront him and discover his intangible state, past events will suddenly make sense to them. This sort of revelation should be possible. Maybe it isn't compatible with player narration, though.
Stuart
On 4/25/2003 at 5:40pm, lumpley wrote:
RE: Player Narration and GM Secrets
Vincent's mini-rant #2: I don't think it's fair to call them "GM secrets." The GM can't actually know secret things, since group assent is what makes things true in the game.
Some play styles privilege the GM's plans to the point where if the GM planned it, the players have no social contract-sanctioned grounds to withhold their assent. Calling the GM's plans "secrets" comes from that style of play and is dangerously misleading when applied to any other. Dangerously misleading, I say! Think of the children!
So can we call them "GM plans" instead? That might point to solutions, or it might not, but at least it'll be clear what we're talking about.
Edited by me, Stuart wrote: How do you allow for the GM to maintain plans in a game which permits player narration?
If that's what you want to do, you find some compromise between the players' narration rights and the GM's planning rights, just as you and everybody's said. Ron's Dragons and Jasmine is an example, where Ron plans, but brings his plans into the game really flexibly.
-Vincent
Edit: Stuart! I meant Stuart!
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On 4/25/2003 at 5:43pm, Kester Pelagius wrote:
RE: Player Narration and GM Secrets
Greetings szliard,
szilard wrote: That's not exactly what I was talking about. I'm trying to focus upon player narration task or conflict resolution. Sorry if I wasn't clear there.
Stuart
Ah, apologies.
Though, at the risk of trying your patience further, if it's a resolution matter shouldn't the GM make a situational call to determine whether or not the narrated action could be attempted?
If not, but the player has attempted it, as plainly stated in their character narration, then shouldn't the GM have to counter with a suitable consequence for the improbable action?
edit: That's assuming that actions, once narrated by a player, would have to be fit into the given situation by the arbiter if need be. As I say, no experience with storyteller systems. So I'll stop typing now.
Kind Regards,
Kester Pelagius
On 4/25/2003 at 5:54pm, szilard wrote:
RE: Player Narration and GM Secrets
Vincent,
"Plans" might work, although "secrets" incorporates the possibility of both individual facts and patterns. "Plans" seems to lean more toward the patterns... but I'm not sure if this makes a big difference.
Yeah, I've read the Dragons and Jasmine thread. That was, I think, one of the things that got me thinking about this. Perhaps my concern might be better expressed as a concern about what happens when the GM's flexibility in planning gets overstretched to the point that - in order for the GM to continue having fun - the GM really needs to be inflexible on a point or two. Can such inflexibility be reconciled with giving players narrative rights?
Stuart
On 4/25/2003 at 6:18pm, lumpley wrote:
RE: Player Narration and GM Secrets
Stuart wrote: Perhaps my concern might be better expressed as a concern about what happens when the GM's flexibility in planning gets overstretched to the point that - in order for the GM to continue having fun - the GM really needs to be inflexible on a point or two. Can such inflexibility be reconciled with giving players narrative rights?
Yep, that's exactly what I think.
Which doesn't help toward an actual solution, I know, but I think it's a much better starting point.
-Vincent
On 4/25/2003 at 6:27pm, Ron Edwards wrote:
RE: Player Narration and GM Secrets
Hi Stuart,
I really need to get a better understanding of what you mean by "narrate."
Let's say we're playing old-school RuneQuest, perhaps of the Avalon Hill vintage. My character's action (already announced = attack the troll) "goes" on Strike Rank 7. It's Strike Rank 7, so I roll, and the troll rolls defensively. The outcome is absolutely certain based on the dice: I hit or miss. Turns out I hit - where does it land? Roll that d20 and find out, let's say it's the troll's pun'kin head. How much damage? Roll my (umm...) d8 + 1 + d6 for my weapon and STR bonus, and say I get a whopping 13. 13 to the head! The troll only has 1 point of armor there, so takes 12, and 12 to the head is way over his (um) 8 hits there. My sword goes "a-thunk" slicing right into his brain.
Either I or the GM could narrate (provide verbally) the final sentence in that paragraph. It makes absolutely no difference which of us does it, right?
Therefore, you must be talking about something else besides raw narration, when you use that word. What is it?
Best,
Ron
On 4/25/2003 at 6:30pm, Mike Holmes wrote:
RE: Player Narration and GM Secrets
Can the GM have things that are unknown to the player that are set in stone that the player can change with his narration?
OK, obvioulsy not. Either they are set, or they are not. Somebody has to have the authority to say what's what, and (with the exception of the theoretical post-modern non-RPG where everyone has their own reality) that authority has to be final.
Now, are there ways to bend around this? Yes, lots. Are you interested in near hits, or are you insisting that what you want is a way to solve an insoluble problem. Because we can help you with the first, but not the second.
Mike
On 4/25/2003 at 6:44pm, szilard wrote:
RE: Player Narration and GM Secrets
Ron,
I'm coming from this with an eye to how narration works in Destined, my game-in-development. I suppose that monologues of victory in the Pool are rather similar to what I'm going for here. Perhaps Donjon or InSpectres would be good to throw in as comparisons, though I think my concerns can't really surface in InSpectres, at least.
The way narration works in Destined is that players resolve situations via either Determination or Destiny, and it is typically their choice as to which to use. If they use the former, they narrate the outcome of the die roll. If the use the latter, the GM narrates the outcome. There's a bit more to it than that (particularly in terms of interpreting the die roll), but it isn't really relevant. What the die result measures (in a Determination roll, at least) is the degree of character satisfaction with the outcome of the situation. The player is supposed to narrate how that outcome is achieved.
Does that clear up what I'm concerned with?
Stuart
On 4/25/2003 at 6:53pm, szilard wrote:
RE: Player Narration and GM Secrets
Mike Holmes wrote:
Now, are there ways to bend around this? Yes, lots. Are you interested in near hits, or are you insisting that what you want is a way to solve an insoluble problem. Because we can help you with the first, but not the second.
::nod::
I hear you.
I started this thread because the problem on its face appeared insoluble, and I recognize that there are some possible ways of getting the desired effect (such as the GM buying back some narration rights with metagame currency), but I'm by no means aware of all of them - or even, necessarily, the better ones. I suppose that what I'm looking for are some of the least costly/intrusive methods of skirting around the problem.
Stuart
On 4/25/2003 at 7:25pm, Jay Turner wrote:
RE: Player Narration and GM Secrets
szilard wrote:
Hmmm...
Okay, but what if the villain has some strange magical effect that, say, makes him intangible? How would you handle it when the PC's narrated actions couldn't happen?
I don't want to hijack the thread to talk about my game (which I haven't debuted yet precisely because it needs more work on these issues), but in this case, the villain's Intangiability power would modify his Defense and would likely be the reason he would win narration. If he still lost, then maybe he didn't activate the power in time, maybe he didn't manage to go completely intangiable, etc. Either way, if the hero won narration, he won narration. If the villain had been intangiable at the beginning of the page, the hero likely wouldn't have attacked him the same way.
Like I say, my system needs work, and this isn't the place to detail it. But that's my theory on how I'd do it.
On 4/25/2003 at 7:51pm, Mike Holmes wrote:
RE: Player Narration and GM Secrets
Stuart,
"Least costly" in terms of what? Player conceeding power, or GM conceeding power? Or both? Or something else?
Mike
On 4/25/2003 at 7:59pm, szilard wrote:
RE: Player Narration and GM Secrets
Mike,
I knew you were going to ask that...
I refrained from specifying because, I suppose, minimizing cost in one area is going to increase the cost elsewhere. To a point, this is unavoidable. My goals here, though, are (in no particular order):
*Provide GM control over some facts
*Empower players with rights to narrate their PCs actions
*Minimize, where possible, obstructions to the flow of play
*Ensure that any mechanism utilized doesn't impair any party's fun
So, I guess, "both" and "something else."
Stuart
On 4/25/2003 at 8:13pm, Mike Holmes wrote:
RE: Player Narration and GM Secrets
szilard wrote:
*Provide GM control over some facts
*Empower players with rights to narrate their PCs actions
*Minimize, where possible, obstructions to the flow of play
*Ensure that any mechanism utilized doesn't impair any party's fun
The last one isn't an issue, really. There are games that allow no player narration. Are they less fun because the player's "right" to narrate has been infringed upon? No split is inherently more or less fun than another. It's the implementation of the split.
So, when you say, "some facts" what does that mean? Are these concrete details about the world? Or just ideas for where the plot is going in general? How often would these come up (I was going to ask what percentage of facts were "hard" but that's an absurd question)? That is, how many times a session is a player going to bump up on one of these facts? Once? Ten times?
If the answer is similarly vague (like anything the GM chooses, whenever he chooses it), then you really are trying to have it both ways. The standard way around this is to just state that there are areas of inviolability. This might break the suspense, but in another way it might enhance it. So you might say, "Once you find Dr. Darkness, you can't narrate anything about his powers until I reveal them."
This leaves it the GMs responsibility to make his limits clear enough that mistakes do not occur. That way, he never has to use his implied veto.
Is that illuminating at all?
There was a thread by Pale Fire that went over all this previously that I can't find. Exact same question.
Mike
On 4/25/2003 at 8:26pm, Valamir wrote:
RE: Player Narration and GM Secrets
Stu, can we back up on step.
What about the more traditional Dramatic Editing rules of Adventure! aren't meeting your needs. Right now that seems like the ideal solution for you, but if its not, can you explain why?
By this I mean a very basic: Step 1) Here is the basic boundaries of the scope that the players are allowed to narrate, Step 2) Subject to the GM's approval / veto / editing.
That way the GM can step in at the point where a secret is being violated and tweak things as necessary.
On 4/25/2003 at 8:29pm, szilard wrote:
RE: Player Narration and GM Secrets
Mike Holmes wrote:szilard wrote:
*Provide GM control over some facts
*Empower players with rights to narrate their PCs actions
*Minimize, where possible, obstructions to the flow of play
*Ensure that any mechanism utilized doesn't impair any party's fun
The last one isn't an issue, really. There are games that allow no player narration. Are they less fun because the player's "right" to narrate has been infringed upon? No split is inherently more or less fun than another. It's the implementation of the split.
Well, I think it is always an issue. Sometimes it is easy for me to get so carried away trying to solve a problem that I create others. For instance, I don't want to put limits on any of the players (including the GM) that they might find so restrictive that they wouldn't be having fun.
So, when you say, "some facts" what does that mean? Are these concrete details about the world? Or just ideas for where the plot is going in general? How often would these come up (I was going to ask what percentage of facts were "hard" but that's an absurd question)? That is, how many times a session is a player going to bump up on one of these facts? Once? Ten times?
If the answer is similarly vague (like anything the GM chooses, whenever he chooses it), then you really are trying to have it both ways.
Well, the answer necessarily has a certain degree of vagueness to it, but I don't think it is as vague as all that. Typically, I would imagine that such things would appear no more than a couple times in any particular story arc, but it would vary with the GM's capabilities and style.
The standard way around this is to just state that there are areas of inviolability. This might break the suspense, but in another way it might enhance it. So you might say, "Once you find Dr. Darkness, you can't narrate anything about his powers until I reveal them."
This leaves it the GMs responsibility to make his limits clear enough that mistakes do not occur. That way, he never has to use his implied veto.
Is that illuminating at all?
Almost.
I think what I'd love to see are some examples (actual play?) of a GM making those limits clear.
There was a thread by Pale Fire that went over all this previously that I can't find. Exact same question.
I'll have to look for it.
Stuart
On 4/25/2003 at 9:05pm, Mike Holmes wrote:
RE: Player Narration and GM Secrets
The problem, Ralph is that his system won't allow for it. It's like The Pool in that the player can choose to try for Narration at any time. No metagame points to limit them.
Stuart, it limits are a problem, play Freeform. Don't want to do that? Then you have to agree that limits are, counterintuitively, empowering. So don't worry. Players agree to the limits of these games because they believe that the limits make for a better game. So if they're playing, you've already won that basic battle. You only have to worry about honing the specifics.
How about giving the GM some metagame currency that he can use to take away player narration when he's afraid that they'll use it to disrupt a secret? Say four points a session or somesuch. Then when he spends the players understand that they're being limited in order to preserve some of the GM's well-crafted ideas. Call 'em Villain Points.
What about that?
Mike
On 4/25/2003 at 9:12pm, szilard wrote:
RE: Player Narration and GM Secrets
Mike Holmes wrote:
How about giving the GM some metagame currency that he can use to take away player narration when he's afraid that they'll use it to disrupt a secret? Say four points a session or somesuch. Then when he spends the players understand that they're being limited in order to preserve some of the GM's well-crafted ideas. Call 'em Villain Points.
What about that?
Mike
Well, that is more-or-less what my plan has been, though I hadn't considered making it session-based. Rather, I was going to give important NPCs (and events and such) Plot Points of their own (relative to their importance), which could be used for a few things - including buying back narration.
Unfortunately, I'm not wholly satisfied with this solution. It may just be some weird aesthetic preference... or maybe I have to write more before it will all fall into place. In any case, I was looking for alternatives.
Stuart
On 4/25/2003 at 9:33pm, Valamir wrote:
RE: Player Narration and GM Secrets
Mike Holmes wrote: The problem, Ralph is that his system won't allow for it. It's like The Pool in that the player can choose to try for Narration at any time. No metagame points to limit them.
The key is not metagame points. The key is "subject to GM approval".
I've yet to see any example at which this simple rule wouldn't completely solve the problem. Is it simply a desire to avoid this at all costs?
I mean is the issue really not "how to manage secrets in the face of players ability to narrate"
but rather "how to manage secrets in the face of completely 100% totally limitless, can say anything they want without boundaries ability to narrate?"
If the latter, I'd come down on the side of...impossible.
If the former, I'm stuck at "what's wrong with GM veto?"
On 4/25/2003 at 9:36pm, Christopher Kubasik wrote:
RE: Player Narration and GM Secrets
Hi all,
I'm not sure if this is going to cut through this knot, but I feel the following needs to be said:
Narration is not power.
Note that as long as the players only create narration out of the "reality" already established, there is no problem. Note that in Ron's experience with the Pool, player's narrate color, but don't go around creating "world-breaking" facts willy nilly.
I know this is a big hobby concern. It's why Director stance sends tremors down the spine of some GMs and the idea of passing around Narration seems radical to the point of inanity.... but the truth is, most folks don't really want to break the world or the story. And those that do you can make an explicit contract with ("No breaking the reality of what has come before; build only on what has come before.")
Director stance, Author stance, Actor stance and the power to narrate only change the manner in which the player interacts with the reality of a fictional moment. The reality is relatively stable.
My point: it's really, really not a big deal. It. Just. Isn't. (If you're terrified of it, it is; but in practice, it seems not to be.)
If the players start recreating reality during narration, they're not narrating, they're... Well, let's call it Playwrighting. Playwrighting is Power.
Playwrighting in is bad in a scene. It's when the movie stops cold as we get a monologue about how the strange new ways of a future earth came to be.
It's good *outside* of a scene. It's all the stuff the writer knows to be true and uses when writing. It's also good in OOC discussions during and RPG. ("I know. He's my father!" All at the table nod in agreement, and the scene continues.)
****
I just played my first game of Universalis last week. (Thanks for the great game guys! I can't wait to play again!) I saw plenty of playwrighting occurring -- on the index cards, when people paid coins for them outside of the scene. But when I tried to shoehorn some exposition into a scene -- I mean, stop a scene cold so new fact could be introduced to clarify the world's reality, the story stopped cold.
So, too here. If the players narrate their actions without trying to introduce new reality, all is well.
*****
I suspect that this ties into hyphz information/revelation concerns. A lot of adventure design hinges on the players getting "exposition" from an NPC one way or another. But exposition is bad. It stops the story. The story is the character taking action.
If a character beats the snot out of an NPC to get information (or lifts him by the neck and chokes him, his legs dangling) the character makes a choice on how to behave. That's what matters. If his victim doesn't spill the beans is the game over? No. He goes on to beat up the next person he *thinks* can help him. Getting the information isn't the key. *How* the character gets the information is.
As the story progresses there should be consequences to his beating the snot out of everybody. He might change his way in response to these consequences, or get gunned down by the cops. I don't care. But he's not waiting for the right bit of exposition. He's revealing himself by moving forward no matter what. But none of these choices effect the nature of the game world's reality.
****
So anyway. Playwrighting vs. Narration. That's the important distinction I'm making. I think there's something useful there.
Christopher
On 4/25/2003 at 9:45pm, szilard wrote:
RE: Player Narration and GM Secrets
Valamir wrote:
The key is not metagame points. The key is "subject to GM approval".
I've yet to see any example at which this simple rule wouldn't completely solve the problem. Is it simply a desire to avoid this at all costs?
I mean is the issue really not "how to manage secrets in the face of players ability to narrate"
but rather "how to manage secrets in the face of completely 100% totally limitless, can say anything they want without boundaries ability to narrate?"
If the latter, I'd come down on the side of...impossible.
If the former, I'm stuck at "what's wrong with GM veto?"
Ralph,
It is the former, but I think that I'm a bit confused about how this would play out in some cases.
Here's a really simple combat example:
The PC, a wily swordsman, is up against his opponent, a powerful (and paranoid) wizard. Now, the GM wants the wizard to have some secret magical effects prepared for emergencies (paranoid, remember?). The player gets narration. The player, of course, doesn't know about these magical contingencies, so they might never appear in the combat if the player keeps narration throughout it. The GM could interject and add things, but there's nothing really to veto.
Stuart
On 4/25/2003 at 10:03pm, Mike Holmes wrote:
RE: Player Narration and GM Secrets
Chris, it can even happen with color. And completely accidentally.
Let's say the secret is "Tim is a woman".
Bob's narrates his character Grimdahl in a brawl with Tim, and says, "In the fight, Grimdahl tears off Tim's shirt revealing Tim's hairy chest."
Now, either the GM has to veto, or he has to allow it to stand somehow (meaning either Tim's a very unusual woman, or Tim's a guy; secret blown).
The "problem" with GM veto is that it's ugly. Has to happen after the narration.
"Um, sorry, nope, Tim's got boobs."
These are far from insurmountable. But I can see how Stuart might want to see if there's something better.
Seems to me that if the secrets are as far and few between, that the GM should just be able to demark "do not trample" areas.
That said, from another perspective, Stuart, I can totally agree with the othe guys here that you're chasing shadows. That is, it's just not likely to be a problem so often that Veto isn't a good option. Or whatever mewthod. I think you just have to decide what's least objectionable, and get on with it.
Mike
On 4/25/2003 at 10:04pm, Valamir wrote:
RE: Player Narration and GM Secrets
Lets say the magical contingency is an amulet that permits the Wizard to teleport out of danger.
Player: The wizard fires off a bolt of eldritch energy which hits the hero's sword melting it to slag. He hurls the superheated stump of metal at his foe who get's singed as it passes through his hair. Taking advantage of the distraction the hero leaps forward and throttles the wizard who falls into unconciousness at his feet.
<interruption>
GM: Just as the wizard's vision starts to fade he reaches up and clutches a medalion on a chain around his neck. The hero finds his hand grasping nothing. The Wizard is gone.
Now this is where the suggestion I made earlier about having such secrets written out on 3x5 cards comes in. In order for this not to sound like the GM ripping off the players MOV (or whatever) the cards provide a "I'm not making this up, its what the wizard would have done" moment.
The card (or whatever) serves just like an Interrupt card from Once Upon a Time. "Aha...I have a matching card, I can seize the narrative here"
That sound doable?
On 4/25/2003 at 10:11pm, Walt Freitag wrote:
RE: Player Narration and GM Secrets
The PC, a wily swordsman, is up against his opponent, a powerful (and paranoid) wizard. Now, the GM wants the wizard to have some secret magical effects prepared for emergencies (paranoid, remember?). The player gets narration. The player, of course, doesn't know about these magical contingencies, so they might never appear in the combat if the player keeps narration throughout it. The GM could interject and add things, but there's nothing really to veto.
If a player can "keep narration" exclusively for extended periods then you have a problem regardless of whether or not there are GM secrets. That's just not very functional (1), just like a GM narrating a whole sequence of events without the player-characters having a chance to act would not be very functional. (Not to mention, what are the other players doing while the first player "keeps narration?")
Without the possibility of anyone keeping exclusive narration rights, it's no longer a problem. Either the wizard's contingency prevents a player-narrated event from occurring (in which case it's a GM veto), or it doesn't (in which case the GM narrates the action of the contingency after the player's narrated action is completed).
- Walt
(1) Edited to add: To be more precise, it's not compatible with the customary player ownership of PCs and GM ownership of NPCs that permits such secrets in the first place. Didn't mean to imply that systems that allocate narration rights in a manner that allows one participant to control narration for an extended period are necessarily dysfunctional.
On 4/26/2003 at 1:32am, Le Joueur wrote:
Proprietorship Rules?
How about this? Draw really explicit lines of 'ownership.' Whenever a narrative, the gamemaster's or a player's, goes to cross one of these lines, it comes up short.
'...Grimdahl pulls at Tim's shirt hard enough to rip it,' says the player.
'Tim's shirt tears revealing a surprisingly feminine torso,' responds the gamemaster.
'...He hurls the superheated stump of metal at his foe's hair. Taking advantage of the distraction the hero leaps forward to throttle the wizard.'
'Having ducked the singeing slag, the wizard finds his air supply cut off; the instant before losing consciousness he reveals a medalion on a chain around his neck. The hero finds his hand grasping nothing. The Wizard is gone.'
Each is sovereign over their domain. It takes a while getting used to saying, "I kick at his head" instead of "I kick his teeth in." I've found the task-resolution side of things very important for 'forcing the hand' of the receiver. (As in "Hmm, five points huh? Well, I'll take three as damage and two as a wound that will create a vicious scar, ruining my appearance and lighting a vendetta. 'I get you for that Locksley!'")
Is that a potential solution?
Fang Langford
On 4/26/2003 at 5:32am, Buddha Nature wrote:
RE: Player Narration and GM Secrets
Fang's solution looks quite nice. Keeping all characters soverign looks to be a great way to keep everything agreeable but still give enough narrative control to the player. In fact this is going to go right into a game I am currently working on I think...
-Shane
On 4/26/2003 at 12:35pm, cruciel wrote:
RE: Player Narration and GM Secrets
Stuart,
I have to ask a question: Are players allowed to have secrets from other players? If so, how would the system deal with it if one player's narration intruded upon the secrets of another? I think the system should be the same for the GM. Why have two rules where one will do?
I've got a slightly different suggestion from what Mike and Fang have both thrown out (but it really is the same concept).
Certain NPC's could be key figures in the plot, major antagonists. As they are the equivalent to protagonists (the PCs) they fall under GM narration rights just as the players have narration rights of the PCs and minor foes during the rest of the story. The GM might have a token he flips over or stuffed penguin he sets on the table to let the group know that someone in the scene belongs to him, and hence the players' rights to narrate beyond the actions of their characters are temporarily on hold. Some kind of visual sign like this should, in theory, prevent unnecessary talk devoted to post-action tweaking. Might even up the suspense ('Uh oh, the penguin's out, we're in trouble now').
On 4/26/2003 at 3:13pm, szilard wrote:
RE: Player Narration and GM Secrets
A lot of this has been really helpful.
I think that I need to further clarify the concern. It really has to do with limits when there are conflicts between rights to narration. To that end, Fang's suggestion helps a great deal, as does Jason's.
I suspect that I was making a larger deal out of this than it deserved, and the best way to handle it is probably to just treat the NPC as if it were another PC. I must think about this a bit.
Stuart
On 4/26/2003 at 3:15pm, Piers Brown wrote:
RE: Player Narration and GM Secrets
Fang's suggestion about splitting into areas of responsibility is certainly one way of doing things, but I'm intrigued by Ralph's suggestion about cards:
Valamir wrote:
Now this is where the suggestion I made earlier about having such secrets written out on 3x5 cards comes in. In order for this not to sound like the GM ripping off the players MOV (or whatever) the cards provide a "I'm not making this up, its what the wizard would have done" moment.
The card (or whatever) serves just like an Interrupt card from Once Upon a Time. "Aha...I have a matching card, I can seize the narrative here"
So here's the thought: rather than have cards played as an interruption which switches narration, how about making them facts (like in Donjon, only potentially far broader) that have to be included in the narration? More significantly, how about making this the explicit basis of a game system?
Quick sketch:
Characters (or places, things, even situations) consist of two sets of traits--one associated with determining who has narration rights, as in the Pool or the determination/Destiny mechanic you describe, the other being a group of facts about the character (or whatever).
Once narration is determined, those involved may play, say, one (maybe more? we want to keep this simple) fact card in order to shape the subsequent description. This can be a secret, as we are discussing here, or it can be something known to everyone--for instance, it could be "I am one of the world's greatest swordsmen, and I never lose a fight to a lesser opponent" or "Only those with a heart of stone would harm me."
Likewise, cards which read "Only the true of heart may triumph against the Dark Lord", "A deadly river of lava runs through the center of the cave", ""Those who enter the forest are lead astray", and so on. Facts should insist on a result, and stipulate a situation or condition (perhaps implicitly) which negates the effect.
In this sort of set up, whether or not the fact is a secret does not (for the most part) matter, though there might still be the need to roll things back in cases like the man dressed as a woman scenario laid out above. Maybe in such cases it is appropriate to give the card to the narrator who can then choose to reveal the fact or not.
Thoughts?
Piers
On 4/28/2003 at 2:35pm, clehrich wrote:
RE: Player Narration and GM Secrets
Just a thought, here. Instead of indicating that certain things are GM property, you just don't fob such things off on the players. So for example, why do you need to play NPCs that you don't care much about? Push them off on the players. Then any NPCs you do hold on to are clearly demarcated as not to be trifled with.
On 4/28/2003 at 8:43pm, Mike Holmes wrote:
RE: Player Narration and GM Secrets
Chris,
Excellent. There would be PCs, GMCs, and NPCs. That is, characters owned by the players, characters owned by the GM, and characters owned by whomever wanted to narrate their outcomes. That's a very provacative idea.
Mike