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Originally Posted by Mark IME, D&D has always had a middle ground assumption where the players' province is the actions of their characters and the province of the consequences is that of the DM. That is a "co-operative undertaking between friends where everyone gets to be involved" but not the one you seem to enjoy where the players also control the consequences to their actions through narrative. That would be a different game than what I have played all these years, though it might be fun. |
Nothing about what has been suggested has indicated that players control the consequences of their actions. Some indie games do this, some go much further into GM'less play and much stronger levels of player narrative control.
Thats not what I have been talking about.
The Come and Get It example is the classic. The power has a particular rffect. When it works it does what it does, no real fluff is provided for why it does it. As a GM I can tell the players what happens or they can describe it for themselves.
The mechanical effect is the same and the consequence isnt determined by the player, its determined by the dice.