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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Ovinomancer" data-source="post: 7572580" data-attributes="member: 16814"><p>Max, <em>you </em>attributed it to your GM. You attributed the impossibility of the GM not acknowledging your attempts to build your own kingdom in a fair manner (which includes letting you try) is based on the social contract at your table. That if the GM did not, or actively blocked your attempts, they would be in violation of that social contract and you'd find a different game. The subtext there, of course, being that it's the GM's game to begin with.</p><p></p><p>Your success most definition comes as the result of the GM's opinion of it's likelihood of success. You've been arguing this in regard to the cultists being at the tea house for the entire thread. Do you think no one notices you excusing your play from your statements of the GM's authority?</p><p></p><p></p><p></p><p>No, Max. There were no probabilities. There was objective reality -- your friend was where they were. You looking somewhere he was not did not create a probability of him being in that place; he either was there or was not there.</p><p></p><p>Probability does not describe the real world. It describes our uncertainty about outcomes in the real world. The real world doesn't care what probability you've assigned to your uncertainty of your friend being in a location or not, your friend is either there or not with no probability of either.</p><p></p><p>To drag this back to the discussion, if you as a player decide to look for the cultists at the tea house, that introduces the possibility (not probability) of this being true where before it wasn't at all part of the fiction. In the real world, if there were cultists and a tea house, they would be there or not whether or not you thought about it (in the real). This isn't true in the game, where the question of whether or not they are there only arises because someone asks the question. At that time, you start your process of considering if it's likely they are there or not, however you prefer to do so. Specifically, you prefer to analyze what you've already established in the fiction, determine possible fictional causes for presence or absence, and then apply your judgement at to what constitutes the proper mechanic to determine if they are there. That may be "no", "yes", or roll. On a success, the cultist are at the tea house for reasons you've imagined. This is not at all like the real world, where the cultists either are or are not at the tea house,</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7572580, member: 16814"] Max, [I]you [/I]attributed it to your GM. You attributed the impossibility of the GM not acknowledging your attempts to build your own kingdom in a fair manner (which includes letting you try) is based on the social contract at your table. That if the GM did not, or actively blocked your attempts, they would be in violation of that social contract and you'd find a different game. The subtext there, of course, being that it's the GM's game to begin with. Your success most definition comes as the result of the GM's opinion of it's likelihood of success. You've been arguing this in regard to the cultists being at the tea house for the entire thread. Do you think no one notices you excusing your play from your statements of the GM's authority? No, Max. There were no probabilities. There was objective reality -- your friend was where they were. You looking somewhere he was not did not create a probability of him being in that place; he either was there or was not there. Probability does not describe the real world. It describes our uncertainty about outcomes in the real world. The real world doesn't care what probability you've assigned to your uncertainty of your friend being in a location or not, your friend is either there or not with no probability of either. To drag this back to the discussion, if you as a player decide to look for the cultists at the tea house, that introduces the possibility (not probability) of this being true where before it wasn't at all part of the fiction. In the real world, if there were cultists and a tea house, they would be there or not whether or not you thought about it (in the real). This isn't true in the game, where the question of whether or not they are there only arises because someone asks the question. At that time, you start your process of considering if it's likely they are there or not, however you prefer to do so. Specifically, you prefer to analyze what you've already established in the fiction, determine possible fictional causes for presence or absence, and then apply your judgement at to what constitutes the proper mechanic to determine if they are there. That may be "no", "yes", or roll. On a success, the cultist are at the tea house for reasons you've imagined. This is not at all like the real world, where the cultists either are or are not at the tea house, [/QUOTE]
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