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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7560079" data-attributes="member: 6931283"><p>I maintain it is. </p><p></p><p> </p><p></p><p>Well, first a caveat: I wouldn't call the GM a god in that standard model because he has to observe group consensus to some degree. But, yes, basically the GM is the final arbiter of what happens in the world, unless the players for the most part decide it's BS and make a sufficient fuss over it. The players, on the other hand, are masters of the intent of their characters. (And basic character design and all that.) Rules/mechanics form a mutually agreed way to resolve events but can be house-ruled on a permanent basis or adapted on the fly to custom situation. The adaptation is generally done by the GM but players often get to chip in their own opinion or make suggestions themselves. That's pretty much the standard way of gaming.</p><p></p><p>Secondly, which alternative approach does rival what I described above in popularity?</p><p></p><p> </p><p></p><p>Dude...</p><p></p><p> </p><p></p><p>I have never done that though. I was making the case that players declare character intent and I have used a few thought experiment to demonstrate how far-reaching the GM's power in theory is, only curbed by united player opposition. That was to demonstrate that rules-as-written hold no power unless backed up by the will of participants.</p><p></p><p> </p><p></p><p>My question for you would be if you can debate the actual issue dispassionately or not? Because what you're doing is at best responding to tone, and an ad hominem attack at worst. It would be nice if we could avoid making it personal.</p><p></p><p>I'm snipping the rest as I don't think you have followed the course of the prior exchange properly.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7560079, member: 6931283"] I maintain it is. Well, first a caveat: I wouldn't call the GM a god in that standard model because he has to observe group consensus to some degree. But, yes, basically the GM is the final arbiter of what happens in the world, unless the players for the most part decide it's BS and make a sufficient fuss over it. The players, on the other hand, are masters of the intent of their characters. (And basic character design and all that.) Rules/mechanics form a mutually agreed way to resolve events but can be house-ruled on a permanent basis or adapted on the fly to custom situation. The adaptation is generally done by the GM but players often get to chip in their own opinion or make suggestions themselves. That's pretty much the standard way of gaming. Secondly, which alternative approach does rival what I described above in popularity? Dude... I have never done that though. I was making the case that players declare character intent and I have used a few thought experiment to demonstrate how far-reaching the GM's power in theory is, only curbed by united player opposition. That was to demonstrate that rules-as-written hold no power unless backed up by the will of participants. My question for you would be if you can debate the actual issue dispassionately or not? Because what you're doing is at best responding to tone, and an ad hominem attack at worst. It would be nice if we could avoid making it personal. I'm snipping the rest as I don't think you have followed the course of the prior exchange properly. [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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