On 4/13/2019 at 7:21 PM, Rithuan said:Interesting. How often do your players use of a light side point for include or change something in the story, considering point #2 and #4?
I am all for collaborating on details so it's fine to have players do that even without spending DPs but the "Forecasting" rule came about after I noticed this phenomenon happening in a campaign. The player was getting upset as their plans were "messed up" by the actual events of the game. It wasn't me purposely throwing a wrench in the works, but just not having things go off as the player had wanted. So essentially they were basing plans not on the situation as it had been described, but as they had wanted it to be. It was the player trying to railroad the GM.
The second form of this is the thing I described where the player attempts to officiously take narrative control by an insistence that their Lore, Expertise, or General Knowledge should dictate the description of things. This can be a minor and/or even helpful thing when well asked by the player, or it can be annoying as **** when done a player with limited social ability and a hefty ego. Especially if they are simply being overly risk-averse and trying to make absolutely sure no adventure can occur. I think the medicine for this is often just for the Player to ask rather than assuming or attempting to coerce. Even when using a DP it needs to be GM-approved though because there are limits.
Basically no Player-made fait accompli.
The bit about the GM being the boss (#2) was something that I put in place because I noticed that I was developing some bad habits as a player, and I felt that a few other players also seemed to be having a hard time accepting No. My personal introspection led me to feel that I was not accepting the lack of control when playing in someone else's game and was justifying being obstinate because the GM would make this mistake or that one. I decided that if I play in a game, I should accept the Gm is the one running the game and to surrender to it or not play. When the contract isn't clear, I feel it invites players to start to feel like there is no reason they should not challenge even little things. That business gets disruptive and frustrating fast.
I feel that the GM should try to work with the players and bend to their vision of things when it's an option, but every GM has their threshold of when they feel they have to assert Narrative Control.