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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Manbearcat" data-source="post: 7575162" data-attributes="member: 6696971"><p>These two posts together probably organize the concept as well as it can be organized so I'm quoting them here.</p><p></p><p>Another aspect of this (which you see me typically invoke) is:</p><p></p><p>"How Force-enabling is this ruleset?"</p><p></p><p>There will be some correlation with the MMI concept there.</p><p></p><p>In my opinion, there are three things that stand out above all others to enable Force (though there are others). These are:</p><p></p><p>1) Inclusion of a Golden Rule derivative that stipulates that the GM may ignore, change rules, or change action resolution outcomes at their discretion to facilitate an overly broad/nebulous social play goal (eg the idea of, and invariably the GM's interpretation of, the "table state of fun"). This sort of power as a central pillar of a game's GMing ethos literally trumps anything else that comes after it. It not only places full veto power of every moment of of the gamestate in the GM's hands, but it also casts the GM as interpreter of a likely complex collective state (which is virtually never unified)...and not erringly interpret that state through the prism of their own cognitive bias.</p><p></p><p>2) The game's machinery to change the gamestate is significantly (or overwhelmingly) opaque and/or GM-facing rather than transparent and consistent or player-facing.</p><p></p><p>3) Lack of systematized, high resolution GMing principles and focused + specific (rather than unfocused and broad) play goals, that serve to constrain GM overhead and guide refereeing, which the table is collectively conscious of that writ.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7575162, member: 6696971"] These two posts together probably organize the concept as well as it can be organized so I'm quoting them here. Another aspect of this (which you see me typically invoke) is: "How Force-enabling is this ruleset?" There will be some correlation with the MMI concept there. In my opinion, there are three things that stand out above all others to enable Force (though there are others). These are: 1) Inclusion of a Golden Rule derivative that stipulates that the GM may ignore, change rules, or change action resolution outcomes at their discretion to facilitate an overly broad/nebulous social play goal (eg the idea of, and invariably the GM's interpretation of, the "table state of fun"). This sort of power as a central pillar of a game's GMing ethos literally trumps anything else that comes after it. It not only places full veto power of every moment of of the gamestate in the GM's hands, but it also casts the GM as interpreter of a likely complex collective state (which is virtually never unified)...and not erringly interpret that state through the prism of their own cognitive bias. 2) The game's machinery to change the gamestate is significantly (or overwhelmingly) opaque and/or GM-facing rather than transparent and consistent or player-facing. 3) Lack of systematized, high resolution GMing principles and focused + specific (rather than unfocused and broad) play goals, that serve to constrain GM overhead and guide refereeing, which the table is collectively conscious of that writ. [/QUOTE]
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