GM fiat - an illustration

Doesn't that mean, then, that this idea that GM fiat is strictly superior to any randomised method, is bogus?



Disrupt the game? It takes seconds to think hmm, OK, he could die, he could be hurt, he could be trapped underneath, he could be knocked over, he could manage to dodge it, he could be buried underneath with no way of knowing what his status is.

Are you saying, then, that when the GM unilaterally decides an outcome, they are not thinking about the different possibilities at all, they are simply saying the first one that comes to their mind? If not, then the handling time of the two methods should be largely the same.

Soviet, you’re simply not grasping that thinking of many possibilities and then choosing one is far less limiting than thinking of many and then choosing a handful. Clearly the handful is more restrictive than the one!

And clearly thinking of the many possibilities is quicker than imagining a handful of obvious ones and assigning each to a number for a die roll. Dice very clearly disrupt the GM from telling his story the game.
 

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Soviet, you’re simply not grasping that thinking of many possibilities and then choosing one is far less limiting than thinking of many and then choosing a handful. Clearly the handful is more restrictive than the one!

And clearly thinking of the many possibilities is quicker than imagining a handful of obvious ones and assigning each to a number for a die roll. Dice very clearly disrupt the GM from telling his story the game.
It is always much quicker to consult the full world simulation running in my head in order to determine the likely prices of furs in the local market given macro-economic forces, prevailing weather conditions, patterns of herd migration, the impact of orc raiders on the effective reach of local hunting parties, concerns over the impact of the pending war in the East, and the honesty and market positioning of this particular trader at this particular moment in time, than to laboriously think out 'uhh 1-2 lower than book, 3-4 same as book, 5-6 higher than book'.
 

I didn't address that at all. One of the ideas asserted here was that a GM, vis-a-vis the Alarm spell, would be using some sort of objective criteria to assess its success. My assertion is that so little objective character exists within the fiction of an RPG that such a process is, at best, highly subjective, and frequently entirely subjective.
Which is a strongly playstyle dependent claim.

I've long been a highly procedural, somewhat literalist¹ GM. In D&D, the encounter checks are once per [10min] turn unless instructed otherwise. This leaves the encounter clock essentially fixed a hh:00, hh:10, hh:20, hh:30, hh:40, and hh:50. given 8 hours, and that the casting is seldom on those 6 points an hour, a 1/60 chance that 1/48 of checks is ambiguous as to Alarm timing.
The methods of evading alarm are pretty straight forward: dimension door (or other form of teleport) being the most obvious to me - which requires a spell caster or one of only a handful of MM foes... Walking through walls also works; great way to give a party a portable hole.

Creatures in a D&D context is a not entirely clearly defined bit of jargon that includes everything in the Monster Manual in 5E, and anything created with the monster creation rules, and anything created with the PC rules. So, essentially, "Can it move? Yes, it's a creature; No, it still might be a creature."

So, in 5E, it's pretty cut and dried for the literalist proceduralist GM. Bypass the portal.

¹: Literalist as in "The rules say what the rules say, no matter the authorial intent."
It's an entirely different matter as to when something was decided. I agree with you however that it's germane in some agendas to a determination of fairness. That just wasn't the topic of this debate.
It's germane to almost all understandings of fiat. Fundamentally, all decisions in fiction involve fiat at some point. The question really isn't "is it by fiat?" but "Whose fiat decision was it?" The rules designer? The setting designer? The module author? The GM? Some PC? Your PC?
We're basically giving a pass to the decisions external to the group, or which come from prior decisions being carried forward, and that's probably appropriate, but everything in the fiction is, at some level, someone deciding upon their own initiative and authority.
 


If we think about what happens in a typical sequence of play in a reasonably typical RPG, it looks roughly like this. First, in the fiction:

*One or more people are confronted with some sort of obstacle, challenge or similar opportunity for or instigation to action;​
*The confronted person(s) takes(s) action to try and overcome or surmount the obstacle, take up the opportunity, etc​
*Something happens as a result of what is done​

Then we can talk about how this happens at the table.

*Someone authors the person(s) who will be confronted - including, in particular, giving them motivations/goals such that certain events or states of affairs count as obstacles or opportunities, etc, for them;​
*Someone authors the particular obstacle, challenge, opportunity etc that confronts them;​
*Someone authors the actions taken by the person(s) confronted;​
*Someone authors the resulting events/consequences.​

It's generally taken for granted that the authorship of those to be confronted is done under constraints - we call these the game's PC build rules.

The authorship of the motivations/goals for those persons is a contentious matter among RPGers, in part because it's often something that the rules are rather silent on and so it is left as an exercise for the participants. There are a couple of currently active threads - one about using published adventures, another about GMing mysteries - which to me seem to indicate that it is at least quite common for these motivations/goals to be "pre-packaged" in the sense that they are negotiated among the participants as a precursor to play ("We're going to play this sort of game") rather than being worked out as part of play.

Where we get into GM fiat terrain is in the ensuing steps.

It's common for the GM to be the one who authors the obstacle/challenge/opportunity. What constraints govern this can depend on game rules - eg classic D&D has rules for building a starting dungeon of an appropriate level; Burning Wheel requires that the obstacle/challenge "speak", in some fashion, to a player-authored priority/motivation/goal for the character who is to be confronted by the obstacle/challenge; 4e D&D has expectations for assigning difficulties to obstacles; etc. There may also be non-rules-generated constraints, from X-card-y stuff ("No giant spiders, please") to shared expectations around what is fun, what makes sense in genre, etc. (Eg in my GMing of FRPGs I don't use sci-fi elements as components of the obstacles that I present .) Obviously there is a lot of scope for GM fiat here, but it varies across RPGs.

It's probably the norm for the players to author the actions taken by those who are confronted by the challenges/obstacles/opportunities. But there is plenty of evidence that GMs play a role in this too - eg by reminding players of their character's alignments, by asking "Are you sure?", by using explicit or implicit cues to signal what actions must be declared if the adventure is to progress (eg no killing the "quest-giver"), etc. But mostly this stuff probably doesn't count as GM fiat - it's more like GM commentary/advice/suggestions/directions.

The step of authoring what follows from what the confronted person(s) do(es) is probably the most contentious in RPGing, and is probably where the greatest variation in approaches to GM fiat is found. Constraints that operate here can include those that consist in or follow from mechanical processes (D&D combat is a well-known example), or those that follow from non-mechanical principles (eg the Apocalypse World rules about when the GM may make a move as hard and direct as they like, and when they are more constrained), or those that combine both mechanics and non-mechanical principles (eg the rule in BW that if a player succeeds on their roll, then not only does that player's character succeed at their task, but they also attain their intent).

The example of the assassin who circumvents the Alarm spell lives in this space. The situation is one of the player's character camping. This provides an opportunity (eg to rest and recuperate) but also a threat (of being ambushed etc). The Alarm spell is cast in response, with the intention of reducing that threat. (By stipulating that intention I set to one side, here, the possibility suggested by @Pedantic and @Joanna Geist that the player's use of the spell is an invitation for an ambush.) What happens? In the assassin example, the GM uses their authority over vast elements of unrevealed backstory and setting stuff to establish and (ultimately) reveal a fiction in which the Alarm spell, although well-cast, does not actually protect the character who cast it.

Aetherial Premonitions, on the other hand, feeds into a mechanical process for determining whether camping leads to an ambush or some similar consequence, and so it is only after the mechanical process is resolved that the GM might then be entitled, by the rules, to author some explanation about super-capable assassins or whatever. This is structurally similar to D&D combat, where the GM can't author that an opponent dodges deftly until after the dice are rolled and reveal a miss by the attacking character.

If that last sentence is true, then the first sentence is not true. If the GM has the power to declare that any event they like is occurring, then (as a special case of that) they have the power to declare that some event occurs which interrupts the casting of the spell.


It's not true in all RPGs that the GM can (eg) declare that a mountain falls. That depends on the rules for framing obstacles and for narrating outcomes/results/consequences, as per what I've written just above in this post.

And I don't think it's very useful to say "it doesn't actually matter what the books says". Here's an illustration to show why:

Suppose that I'm discussing chess with someone. We're discussing the utility of rooks vs bishops, and one of us makes the point that bishops are confined to operating on, and threatening, squares of just one colour. It would be silly to respond, "But that doesn't matter because you can always cheat and move your bishop onto an adjacent square of a different colour". I mean, yes I'm sure that's a thing that someone playing chess once did; but the possibility of flagrant cheating isn't something to be factored into a discussion of how the game plays. (Unless there is a "meta" for the game in which cheating is so rife that it has to be factored in to anyone's approach to play.)

RPGing is the same. People can cheat on dice rolls; that doesn't mean that we don't talk about play assuming proper and honest use of the dice. Participants - players and GMs - can ignore the rules. That doesn't mean that, in discussing play, we assume that they will do so.
Like I said, the GM is not obligated to follow the rules in any game. I'm not going to keep repeating myself.

In the sentence "The GM does not have unilateral power..." I'm obviously referring to a game where the GM is following the rules.

Yes, when participants in a game cheat, the game will suck. That's fairly obvious. So don't play with people who cheat.
 



Like I said, the GM is not obligated to follow the rules in any game. I'm not going to keep repeating myself.
Nor are the players, then. I took you to be asserting some sort of asymmetry - but there is none.

Yes, when participants in a game cheat, the game will suck. That's fairly obvious. So don't play with people who cheat.
But you've just asserted that game participants, like the GM, can't cheat, because they are under no obligations vis-a-vis the rules.
 

it doesn't take me that long to run through a bunch of possibilities to find the one I think most likely.
What does this tell us, though? Maybe the person who can do this is very clever . . . or maybe that person is not very imaginative, or not very aware of possible factors and variations.

And if what you think is most likely is not what another participant would think is most likely, then the issue that @Manbearcat has mentioned will also become a concern - ie that it becomes hard for that other person to make sensible action declarations, because they can't accurately predict what will flow from them.

That's not necessarily an objection - but it is a thing, which will affect the character of play, and if a frequent occurrence will probably push it away from skilled play towards something more GM-directed.
 

It of course is not perfectly objective and different GMs would produce somewhat different stuff given the same premises. And that is absolutely fine.
I actually agree that plausibility, at some level, can be an appreciable element. Not always, and IMHO it's not the weightiest one, but it sometimes rises to a high priority. But for me that is much more likely to be in terms of character and motive. A badly drawn character in terms of how it is played can really sour a game.
 

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