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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="pemerton" data-source="post: 8433388" data-attributes="member: 42582"><p>On "traditional" RPGs and how authority is distributed, I found the following in RM2/RMC Campaign Law while looking for the Influence/Interaction table that I posted not far upthread. The original publication date for this is 1984, I think. I'm quoting from pp 131-32 of the RM Classic version:</p><p></p><p style="margin-left: 20px">Ask each player about their desires for their character. Maintaining reason and play balance, attempt to incorporate them into their PC background. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Discuss any family background, taking note of any adventures connected with family members. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Discuss the early goals and activities of the PC.</p> <p style="margin-left: 20px">• Adventures</p> <p style="margin-left: 20px">• Schooling</p> <p style="margin-left: 20px">• Language . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Be clear about things the player wishes to keep secret. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Get clear any long or short-term goals each PC may have at the time the game begins. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Allow for any common goal or goals that might keep them together. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Based on the area and the PC group’s desires and stated goals, construct a variety of adventure options with which to start the campaign.</p><p></p><p>Now, that's not Burning Wheel's system of player-authored Beliefs and robust scene-framing by the GM. But it's not "man with no name", GM has sole authorship over backstory either.</p><p></p><p>This is the sort of thing that makes me feel that some statements about what is the norm in "traditional" RPGs are exaggerated.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8433388, member: 42582"] On "traditional" RPGs and how authority is distributed, I found the following in RM2/RMC Campaign Law while looking for the Influence/Interaction table that I posted not far upthread. The original publication date for this is 1984, I think. I'm quoting from pp 131-32 of the RM Classic version: [indent]Ask each player about their desires for their character. Maintaining reason and play balance, attempt to incorporate them into their PC background. . . . Discuss any family background, taking note of any adventures connected with family members. . . . Discuss the early goals and activities of the PC. • Adventures • Schooling • Language . . . Be clear about things the player wishes to keep secret. . . . Get clear any long or short-term goals each PC may have at the time the game begins. . . . Allow for any common goal or goals that might keep them together. . . . Based on the area and the PC group’s desires and stated goals, construct a variety of adventure options with which to start the campaign.[/indent] Now, that's not Burning Wheel's system of player-authored Beliefs and robust scene-framing by the GM. But it's not "man with no name", GM has sole authorship over backstory either. This is the sort of thing that makes me feel that some statements about what is the norm in "traditional" RPGs are exaggerated. [/QUOTE]
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