Lanefan
Victoria Rules
What constraining premise of play is that? By this I mean are you referring to making sure challenges are vaguely level-appropriate, or are you referring to the PCs are always expected to be heroic, or ... ?Here is what your thoughts above are missing:
Let us say that at the apex of the "fiat decision tree" (lets call it), I have a creative menu of 1000 possible items. Complete GM fiat (no constraints, no boundaries, no player say and no system say...ALL GM SAY).
1) We have a constraining premise of play.
That creative menu of 1000 possible items is now winnowed to 200 items.
I agree re direct action resolution results but disagree as regards down-the-road consequences; as what you're implying but not saying is that there's no behind-the-scenes backstory. The mechanics don't prevent you from having and maintaining backstories of the type which might interfere with what the PCs are doing - EDIT and-or have done /EDIT - ; that's your own choice to eschew such devices, not something forced by the game.2) We have table-facing and transparent machinery which further winnows a GM's decision-tree (I can't choose framing and action resolution results and consequences that are violations of this stuff).
That creative menu of 200 possible items is now winnowed to 50 items.
Prior fiction is locked in and must be honoured, yes. All the rest I see as guidelines rather than rails: the players choose their destinations but don't get much say in how they might get there.3) I have player-authored Quests, Theme, Paragon Path, Epic Destinies and prior fiction which all must be honored as the volitional force of play.
That creative menu of 50 possible items is now winnowed down to 25 items.
Squinted at only slightly, this seems to be concluding that instead of the DM railroading the players, here it's the game and-or players largely railroading the DM. I'm not sure how this is any improvement.4) I have a game with clear principles (cut to the action, fail forward, follow the fiction and change the situation based on goal of conflict) and tools/techniques for those principles to integrate with all of the stuff above.
That creative menu of 25 possible items is now winnowed down to 5 items.
That is BS math, but that is the reality of it. In any given instance of play, your GMing decision-tree (in situation framing and in consequence adjudication is going to be dramatically winnowed down from MAXIMUM FIAT because of all of the constraining factors of the system which winnow your cognitive workspace and focus your creativity to a handful (ish) of "play-honoring framing and outcomes."

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