GM fiat - an illustration

Just to


Again, I don't think conversations are even always this binary. Sometimes you react to unspoken social cues. Sometimes you speak completely unprompted by the other speaker (a thought enters your mind). I don't want to get into a complete break down of how dialogue between people operates here (because if we can't even agree on what fiat means, I don't see how we are going to agree on the way conversations work). But this seems like a very robotic way to talk about humans talking to each other.

This isn't like an edict from on high that all conversations must be continual prompts back and forth. It's a general description of play. Yes, there will be exceptions, yes there are other factors. But still... conversations are largely that. Look at our exchanges here. You say something, that prompts a response from me, which prompts a response from you, and so on. That occasionally someone else will reply to one of our responses to each other is an exception, but it doesn't change the general description.


I wouldn't say it is. I think saying it is an organic conversation where the GM may ask tell the players what is happening or ask them what they do next, and the may tell the GM what they want to do or ask questions. Again, I would avoid prescriptive language here and try to account for all the different ways things can arise.

When we're describing play... like the process of play, not the output or just an example of play or what not, but the actual "this is how RPGs work"... technical language is much better.

I am going to stop answering here. Because i keep elaborating and you keep going back to "GM decides". I don't think that reflects what I actually said.

I'm trying to summarize play in a series of steps. I've added what you said. If something's missing, feel free to say so.

Yes, but we are all human(at least until AI gets better). We probably fail to think more things than we do think of.

Sure. @Bedrockgames seems to think a GM will think of about 90% of what they need to. I'm less optimistic than that, but who knows! It'll vary so much from game to game and GM to GM.
 

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Sure. @Bedrockgames seems to think a GM will think of about 90% of what they need to. I'm less optimistic than that, but who knows! It'll vary so much from game to game and GM to GM.

No, I think in a mystery, that 90 percent of the time, the GM will have the clues prepared (because the GM is very focused on one aspect of play: the mystery scenario). I don't think it is 90 percent in all adventure structures
 

I'm trying to summarize play in a series of steps. I've added what you said. If something's missing, feel free to say so.
But you are distorting what I am saying by referring it back constantly to "GM decides" (and your bullet points beneath are not accurately reflecting what I am saying). Again, if all this is is you want to insist it is a process where the GM is prompted to author things, we aren't going to get anywhere. We just do not see this process in the same light (and I think the description you are taking to it, is a recipe for creating bad GMs)
 

This bloody thread was started by a person implying that GM fiat is bad
This thread is about identifying and analysing GM fiat as a way of establishing the shared fiction in RPGing. My experience is that, often, many cases of GM fiat go unnoticed, or at least unremarked upon.

<snip>

Some RPGers might prefer the GM fiat-free Torchbearer 2e approach; others might prefer the approach of the Alarm spell, which puts some parameters around the GM's narration (eg the GM can't just narrate someone wandering into the warded area 4 hours after the spell is cast without also narrating that the alarm is triggered) but otherwise leaves the GM free to introduce a threat, or not, that does or does not trigger the alarm, as they see fit.

But I think the difference between the two approaches is clear.
Huh?
 


What's a synonym for "cue", in this context? Prompt.
Prompts are much more direct and stronger than cues IMO. They also suggest it runs like a computer program. I strongly dislike the programming language. And I do think it is reductive. I think trying to map out conversations in this way, rather than encouraging people to go by the flow and feel (with some general ideas of what might arise), isn’t going to help most people run a game in this way. It is just too robotic (and I don’t think it will help the design of such games either: at least I do not find it helpful). If it works for you guys, that is fine. But it’s the insistence that this is truth, and the way to understand the process that is deeply frustrating
 


I think some people absolutely have been. If you don't feel they've done a good job, I would suggest you go ahead and ask @pemerton yourself.

I don't feel the need to do so because he's thorough and specific in his answers to the point where I have a very clear idea of how he GMs and the kinds of principles he applies and so on. Also the games he tends to play tend to be more specific about the role of the GM and how they should perform during play.



But it's still made up. To me, I think that is a huge divide in this discussion.

Now, I understand how players may enjoy playing an RPG where they are playing characters who are solving a mystery with a predetermined answer. But that doesn't change the fact that the predetermined answer was still made up. The fact that it was made up days or weeks before play doesn't really make it any better, or any less subject to conflict or anything like that.

Nor does it make it more "true". Yes, it's been predetermined and it's set before hand... but it's still made up. It could be boring or nonsensical or anything else that something made up on the spot could be.
One way in which it is more 'true' to have a set of details made up beforehand (while unrevealed) than it is to have those same details made up 1 at a time one after another during play is that the DM can apply inductive/deductive reasoning to them in ways you cannot when they are made up one at a time (one cannot reason from things that don't yet exist). I would call that a variety of more 'true'.
 

I like it when players provide vectors not planned for.

<snip>

There is a lot of on-the-spot reasonable thinking, possibly even sharing of ideas or providing input.
The GMs mind is racing as they are listening to players' perceptions/ideas and having to sort out between prep and prompting him/her to expand on content.
Suppose that you generalised this to the whole of play - having the players provide vectors, and responding to those via on-the-spot reasonable thinking.

My position, in this discussion about mysteries, is that this does not mean that the mystery lacks "reality"/"objectivity" - it doesn't mean that the players are just authoring their own solution.

To refer back to the Cthulhu Dark session I've mentioned upthread:

*A player decides to play a butler, Appleby;
*I ask the player why Appleby is in London, and his explanation is that the Earl for whom he works is missing;
*I frame Appleby into a scene involving another (NPC) butler, who is explaining a cleaning process for silverware - thus providing a clue (which the players missed) to the place of lycanthropes in the mystery;
*I introduce a document, discovered by Randal (the other player's PC), which he first reads as a topographic map (ie that is what I describe it as seeming to be), but which I know is actually a phrenological study of a hyena skull - only later is this document studied more closely (ie by way of action declaration) and the truth recognised;
*I introduce another document, also discovered by Randal, which is phrenological study of the Earl's skull in his doctor's files - it shows the same patterns as the hyena skull, a clue that the Earl is a were-hyena;
*Over the course of the session, in more low-key ways than what I have described above, I introduce clues linking the Earl and one of the other principal NPCs both to Central Europe and East Africa, which in turn is a clue to a link between (European) werewolves and (African) were-hyenas - at least one of the players picks up on these clues and recognises that link.​

The decisions I make as GM are responses to the player's ideas - starting with Appleby' missing master; Randal's investigative journalism looking to criticise British imperialism, and then building on that and on the successes or failures of their action declarations.

In this thread, @Crimson Longinus, @Bedrockgames , and @EzekielRaiden (and perhaps also @Maxperson and @FrogReaver?) have all asserted that the play I've just described does not involve a "real" or "objective" mystery, because it was not pre-written by the GM.

But none has explained why: there are clues presented; the players, both in the play of their PCs and in the more "meta" orientation towards the game, miss one (the silver) and draw inferences from others (eg the link between the East African were-hyenas and the Central European werewolves); and they finally work out what has happened to the Earl, although probably not as early as they might have done.

I'm sure you also think it is immaterial whether in Twenty Questions the answerer decided the word being guessed before or after the questions have been asked!
This is where the difference between just making up whatever and following principles in the creation of a shared fiction makes a difference.

If, at the start of the session I've just described, the two players had written down guesses as to what had happened to the Earl, at that point in time there was no "true" solution to check against, because the game hadn't been played yet.

Upthread there's been some discussion of surveillance cameras. In the game where the GM didn't think of surveillance cameras when prepping, the same would be true: had the players written down guesses as to what the cameras would show, at that point in time there was no "true" solution to check against, because the GM hadn't made it up yet.

The camera discussion has been full of accounts of how the GM can make a principled decision about what the cameras reveal (the principles discussed have been mostly the sorts of principles that govern "living world" GMing).

The example of play I've described involves everything being done via principle decision-making, although the principles are different from those that govern "living world" GMing. There was a mystery; bits of it were solved; the players did not make up their own answers, but arrived at solutions via inference (just as they would have if we were playing a traditional CoC module).
 

One way in which it is more 'true' to have a set of details made up beforehand (while unrevealed) than it is to have those same details made up 1 at a time one after another is that the DM can apply inductive/deductive reasoning to them in ways you cannot when they are made up one at a time (one cannot reason from things that don't yet exist). I would call that one variety of more 'true'.
Yeah no one is saying the GM is not making up the prep. But the issue is if you want to actually be solving a mystery there needs to be some basic factual truths established before hand so that you can be intelligently figuring it out the whole time (so the clues mean something concrete and refer to objective facts within the setting). This isn’t the only way or the best way to run a mystery, but what we are suggestion isn’t some wild unfounded idea.
 

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