Re: Stakes. That kind of game just doesn't seem to be for me. I think that fundamentally we don't think of the other's type of fun as double-plus ungood, but we feel the risks of the other style of play aren't personally acceptable. I distrust your style as it could turn into wish-fulfilment on the part of the players; you think my style could turn into DM fiat (which it can). I don't like that consequences of actions can be laid out before the actions; you don't like that a DM's hidden whim determines those consequences once the players have 'locked in their answer'. I (as a fascist pigdog) trust the DM; you (as a bleeding heart liberal) trust the players - or that's where we place the majority of our trust anyway. Neither style is a solution but a set of trade-offs. But the discussion is interesting so I'll pretend like I'm not reasonable.Alex_P said:*snip*
Re: Handwaving. I've had that issue come into games before. As a beginner DM (which I'll admit I still am) I made an incredibly egregious mistake along these lines. Put simply, after a fight I decided I'd give one thing to each player that they'd appreciate. Three of the players were easily satisfied. The last was tricky: his character was so tweaked he needed nothing, and I was unsure whether to give him something less statty in case it could break the game (as qualitative effects do much easier than quantitative). It became ridiculous as I rooted through an inner inventory of what the dead guy might have out loud and to the player. Since then I realised the solution: fuck it, what's there is there. There's an assumption in your argument that the DM wants the players to climb the rock face. I now shun that assumption and whenever it appears in my thoughts before or during the game I take it out back and shoot it through the head.
Case in point, my new WFRP campaign (sadly on hiatus because our group is so damn busy). The players started out on the lowest level and I made a possible quest (among others) that they grabbed. It involved a Bestman raiding party that had holed up in a Roadwarden fort (think highway police). When I designed the fort I asked myself one question: "How would a real Beastman raiding party holed up in a fort look?" I always stressed to myself that if my thinking on that question ever looked mechanically difficult then I'd ignore that and continue. (Obviously there's a line at which I'm handing their low level characters Dragons, but still.) I asked myself how high the parapets should be, not how hard they should be to scale for a level 0 character; the answer to the second question came from the first. This way I could be sure I was never handwaving for the sake of the players: either the world made something possible or it didn't. There are several ways into the castle, some of which I know, some of which the players might find - but none of them is The Way that I have mathematically determined to be safe.
As a result, the fort is actually quite deadly. There's dozens of Beastmen crawling around the place and even a (mostly disinterested) Dragon Ogre on the parapets.
But there are mitigating factors. It's the middle of winter in the Empire, which mean it's pouring down with rain and the castle is being blasted with lightning - perfect for sneaking. The Dragon Ogre, as a Dragon Ogre, wants to catch some of that lighting, so he's on the front gate, catching some megajoules. The Storms of Chaos are abating, so the Chaos Gods are recalling the DO soon. The players, for their part, have thought not in terms of what I want to be possible, but what the world's implying. There's a fort with an unknown number of Beastmen. That could be tough. So they've hired some help and are taking a good look at the fort. Before they do anything I'm sure they'll have a good plan to enter the place. And if the plan goes pear-shaped they'd better fix it or run fast because I ain't saving them. The Warhammer world wouldn't, so neither will I.
All this is a long-winded way of presenting my style of play which I feels completely avoids the problem of handwaving. It's not the only style and it presents certain difficulties to 'telling a story' (which I'm resistant to) but the issue of handwaving isn't there.