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GMs: Guiding Morals in GMing
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<blockquote data-quote="Yora" data-source="post: 8978932" data-attributes="member: 6670763"><p>As GM, I have to be disinterested in whether the players succeed or fail at what they attempt to do. If I make adjustments to what they face based on my preference whether they succeed or fail, because I think it'd be more dramatic or for whatever reason, then all the decisions and plans that the players make become meaningless and all that dice rolling is only a waste of time.</p><p>And what's the point for the players to play and make plans and hard choices if they have no impact on the outcomes of their actions? It makes their victories empty and their defeats my fault.</p><p></p><p>I also don't deliberately deceive the players. As GM, I am the entire perception of the PCs and provide most of the context for all information the players get. It is trivial to make them believe about the world and what's going on whatever I want. There is nothing clever about that.</p><p>If NPCs have reason to set up a deception in advance, they will employ them. But I will not give the players deliberately false or deceptive information on what their characters perceive or assume. And given how greatly players are inherently restricted in their perception of the game world and how dependent they are on information from the GM, I give plenty of clues of severe dangers ahead. Players need to know they are in danger and have opportunity to address the danger before they suffer the effects. When players suffer defeat or characters die, they really should understand that it was the consequences of their actions and that there were different choices they could have made that would have lead to a different outcome.</p></blockquote><p></p>
[QUOTE="Yora, post: 8978932, member: 6670763"] As GM, I have to be disinterested in whether the players succeed or fail at what they attempt to do. If I make adjustments to what they face based on my preference whether they succeed or fail, because I think it'd be more dramatic or for whatever reason, then all the decisions and plans that the players make become meaningless and all that dice rolling is only a waste of time. And what's the point for the players to play and make plans and hard choices if they have no impact on the outcomes of their actions? It makes their victories empty and their defeats my fault. I also don't deliberately deceive the players. As GM, I am the entire perception of the PCs and provide most of the context for all information the players get. It is trivial to make them believe about the world and what's going on whatever I want. There is nothing clever about that. If NPCs have reason to set up a deception in advance, they will employ them. But I will not give the players deliberately false or deceptive information on what their characters perceive or assume. And given how greatly players are inherently restricted in their perception of the game world and how dependent they are on information from the GM, I give plenty of clues of severe dangers ahead. Players need to know they are in danger and have opportunity to address the danger before they suffer the effects. When players suffer defeat or characters die, they really should understand that it was the consequences of their actions and that there were different choices they could have made that would have lead to a different outcome. [/QUOTE]
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