When Dice Dictate Narrative Control
Posted on : 01-20-2012 | By : Brian | In : Musings, Role-Playing Games
Tags: dnd, rpg
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I was listening to an episode of the Giant Bombcast and they started talking about D&D and other tabletop RPGs. One of the people being interviewed mentioned that, in his current game, people tended to avoid combat because they felt that combat removed a lot of their agency within the world.
It’s an interesting idea, and it made me think about player agency and its relationship to the rules of a game. In D&D you can have quite a bit of player agency during role-playing scenes. This is dependent in a large way on the DM and his or her personal style of running the game, but in general you get to choose what you say, where you go, what you do. Occasionally you’ll have to make a skill check to see if the guard believes your lie or if the count is swayed by your honeyed words, but more than a few DMs will grant bonuses or even hand-wave these rolls for good role-playing. You have a lot of control over the narrative and over your character’s personal role within that narrative.
When combat starts, the dice start playing a much bigger role in the game. Success and failure become a lot more important, and this does tend to reduce player agency. You can say that you run up to the orc and stab it through the gut but if the dice don’t say that’s true, it’s not true. You can say you jump up into the air, grab the chandelier, and swing to the other side of the room, but botch your Acrobatics check and that simply won’t happen.
There are two issues at work here, I think. The first is that, the more the dice are involved, the less control you have as a player over narrative flow. You can describe your actions as much as you want but the dice are the final arbiter of what you’re capable of, and they can be fickle. To be fair, this is the case in most role-playing games: you describe what you want to happen, but the dice might disagree. Some games, though, give you a way to buy out of an unfortunate roll.
Fate, for example, has much the same sort of resolution mechanic that D&D does: you describe what you want, you make the roll, and if you’re successful it happens. The difference is that, in Fate, if you fail the roll you can invoke a few aspects to buy back your narrative control. You get to decide how important that particular part of the story is to you and, if it’s important, you can make it happen regardless of what the dice say. D&D doesn’t really have a mechanic to mitigate failed rolls, so the loss of narrative control is that much more potent.
The other issue is that failure is often boring in D&D. In some games you get to describe how you fail to perform your action. This means that, even though you didn’t get exactly what you wanted, you still get to push the narrative in a specific direction. In D&D, failure often means that nothing happens. Fail your to-hit roll? Oh, you missed the orc; move on. Fail your Arcana check? Oh, you don’t know anything important. Many DMs probably house-rule this away, and doing so is pretty easy. I can’t help but think that interesting options for failure should be a part of the game to begin with, though.
So what do you think? Do you feel a loss of narrative control in combat (or any other time when dice are a major component of the game)? Is that important to you? How would you like to see it change?






