Ahnehnois
First Post
However, in D&D play, there is no mechanism that provides for this, and only general recommendations that it happen regularly but not always.IN INDIE PLAY THE PCs ONLY GET FRAMED INTO SCENES WHERE THEIR PLAYERS HAVE THE RESOURCES TO MAKE A DIFFERENCE VIA ACTION RESOLUTION.
Well, that's why I keep emphasizing the DM and am posting this in a thread tagged 3e/3.5 talking about 3e/3.5 play. In that context, my definition is straight out of the book, regardless of what motivations you attribute to the authors.One is what I think [MENTION=17106]Ahnehnois[/MENTION] means:
The GM has the conclusive power to judge or ordain, at will, what events occur in the gameworld
I hope I've made it clear that I reject this as a general characterisation of GMing, and I personally do not play in this fashion.
Yes, which is why these games are built completely differently. Players have resources that they don't have in D&D. They also have considerations that they don't in D&D. Typically, there's some mechanism to encourage them to act in a non-psychopathic way that rewards them with metagame resources if the player does something that moves the game forward or acts in accordance with genre expectations. That's why there's a distinction between D&D and those games, and why D&D works poorly to that end unless you really change it a lot.Indie play literally cannot proceed in this way. Because indie play is premised on the idea that it is the GM's job to create disagreements as to what event might occur in the gameworld - by framing the PCs into scenes where the stakes are high and they (and their players) are far from guaranteed to get what they want - and then the disagreements are resolved via the action resolution mechanics, which tell the group whether the players's intentions are realised, or whether the GM gets to narrate complications that result from failing in the conflict.
If the players succeed at action resolution, than an indie GM has no power to dictate an event in the gameworld that does not give effect to that success. Hence the GM's decision as to what might occur in the gameworld is not conclusive. Hence the GM is not the ultimate arbiter of events in the gameworld.
True, which can be a good or bad thing.Giving someone what they want is not leading them by a trail of breadcrumbs. It's being led by them.
Which, in a D&D context, is basically what's happening all the time. The rules are a model of reality, and the DM does not sit down and play through every action that happens offscreen in the history of the world by rolling every conceivable check that could be justified. Nor does he generally use the rules for on screen action; it's de rigeur, for instance, to simply say that the players travel from one location to another one without rolling for anything along the way. In fact, it's normal to play out simple interactions without rolling Charisma checks, or for the DM to disseminate common or plot-advancing knowledge without Knowledge checks. It's not even uncommon for a DM to look at the final straggler in a battle and say "eh, you mop 'em up" and move on, without rolling the requisite attacks and damage.If that's how you're using GM force, I guess it is. That's not how I am using GM force, however, which I characterised as the GM supsending the action rseolution rules so as to directly stipulate the content of the fiction.
Almost all actions occur without engagement of the applicable action resolution rules. It's an exception when they are engaged. And it's something that is completely the DM's choice.
As the DMG explains, the action resolution rules are there for the DM to engage when he chooses; he's advised to call for a roll only when the results are in doubt, the results are meaningful, and the situation is dramatically interesting. If the rules are the lens through which we see the game world, the DM is the cameraman. And that's largely what DMing is about: picking the interesting moments and using the rules to zoom in on them.
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