GM fiat - an illustration

This is I think a very common thread. I am more open to drama than a lot of sandbox GMs but I am also wary of letting my game succum to a 90s storyteller railroad (i don’t mean vampire specifically but the general storytelling style a lot of modules had in the 90s). So for me this means leaning heavily of tools (for instance things like shake up tables) and focusing on NPC goals. NPCs might have goals that feel pulled out of a dramatic Shaw Brothers movie but I don’t think ‘this would be a dramatic thing to have happen’ I think in terms of ‘this is what Hell Burning Sword is going to try to achieve” (and that goal is going to be subject to relevant rolls—because I personally don’t want to know how any of this is going to turn out,
It is easy to view my methods as overly focused on what "realistic" but what matters as far as "reasonable plausibility" goes is consistency with how the setting is described. Hence, my Majestic Fantasy Realms feel different than Middle Earth even when I use similar systems (D&D 5e, and AiME) to run the campaign. Something that you experienced when I ran our actual play sessions.

Middle Earth operates on a different set of assumptions than the Majestic Fantasy Realms, which makes the range of plausible outcomes different as well. That baseline for what “makes sense” can and should be adjusted depending on the campaign’s tone, setting, and the preferences of the referee and group.

I want to be surprised as well)
I have biases. Often I’ll come up with a range of outcomes or choices for NPCs, then roll to see which happens. This keeps things fresh for me as a referee and challenges me to roleplay responses I might not normally choose on my own. That’s a big part of the fun.
 

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@Bedrockgames @robertsconley

One thing that might be helpful is that the OP of the thread talks about the d&d alarm spell as fiat for a variety of reasons. My belief is that the spell in d&d is actually resolved through many of the same kinds of procedures you’ve mentioned. It would be interesting to see that broken down specifically in response to the points in the OP.
 

@Bedrockgames @robertsconley

One thing that might be helpful is that the OP of the thread talks about the d&d alarm spell as fiat for a variety of reasons. My belief is that the spell in d&d is actually resolved through many of the same kinds of procedures you’ve mentioned. It would be interesting to see that broken down specifically in response to the points in the OP.

I think I attempted this earlier in the thread, but @robertsconley might want to take a crack at it
 

I think the use of "GM fiat" to describe how “Living World” or “World in Motion” GMs operate can be misleading. In my experience, and that of others I know who run this style, it’s not about whims or unstructured choice.

When I update the world, I base it on a combination of three things: plausible extrapolation from prior events, the motivations and capabilities of NPCs and factions, and the dice (random tables or oracles) for uncertainty. The goal isn’t to author what’s most dramatic, but to simulate how events might logically unfold given what’s been established. It’s more like running a historical simulation than authoring a story.

The difference from clocks is that instead of a fixed clock with predefined segments, I’m working from a timeline, how the setting is described and its internal logic. The resolution is still procedural; it just isn’t formalized into a visual tool.
I think there's a certain philosophical/historiographical position that has always felt right to me which doesn't justify, but may describe, my aversion to this kind of process. Remember the old adage "for want of a nail the shoe was lost; for want of a shoe the horse was lost; for want of a horse the rider was lost; for want of a rider the battle was lost." Reality, the actual realistic cause and effect chains that events arise out of, are a sea of boiling chaos. A dense weave of tiny factors interacting in a vast web of effect which ultimately has no boundaries. Buddhists call this 'Dependent Origination'.

Thus there really is no prediction of specific events. We can go in certain directions, and build a story about how this caused that, but in the end it is largely illusion anyway. I think it is more reasonable to take a bit of a middle ground, we can stack the deck a bit this way or that, and guess reasonably well the general flow of events at a high level for a short time, but genuine extrapolation that can sift what will happen from what won't? I don't think it exists.
 

Right. If that is "GM fiat" then narrativist games are also full of GM fiat. I am not particularly concerned about specific definition of the term, but I wish people were at least consistent with it, instead of flipping it based on whether we are talking about their preferred style or not.
Well, here you are just wrong, at least for our play.
 

@hawkeyefan @zakael19

So what I found interesting that you both just went with the trap existing, and it's existence being a GM decision.

So you wouldn't run "quantum traps" where the existence of trap is in superposition, and it will collapse into existence as a consequence of some roll?

How would the knowledge of the trap affect the roll for opening the safe? There was mention it affecting the position (so desperate if the PC is not aware of the trap, presumably risky if they are?) This makes sense to me, but only if information gathering itself is risk free. Otherwise the overall risk is probably greater with two rolls.

It’s in the possibility cloud. You index the resources, world (you are told to make Doskvol a place of ghosts), characters (there’s a Whisper - they deal with ghosts, I’m to be a Fan of the Characters), and information when you unravel the possibility cloud into concrete obstacles.

We’re not rolling to open the safe. We’re rolling to see what happens to the threats preventing us from getting the stuff. So the Position is “how ready are you for the ghost manifesting.”

The Threat Roll is really uninterested in success (in this case I stated the effect up front - “you’ll get into the safe”), it cares about costs (“but the ghost will materialize and an alarm will go out”).

Edit: also I’m sticking with my definition of Fiat I posed a few pages back. It’s about outcomes, robbing players of what they’ve done, saying “no you don’t get it” “screw your Alarm” etc. In Blades I pose questions, and we determine outcomes before rolls happen.
 

@Bedrockgames @robertsconley

One thing that might be helpful is that the OP of the thread talks about the d&d alarm spell as fiat for a variety of reasons. My belief is that the spell in d&d is actually resolved through many of the same kinds of procedures you’ve mentioned. It would be interesting to see that broken down specifically in response to the points in the OP.
Sure, I will take a crack at it.


One thing that might be helpful is that the OP treats the Alarm spell in D&D as an example of GM fiat. My view is that Alarm is resolved through many of the same procedures we've been discussing. I’ll break that down directly in response to the points made.

The example in @pemerton’s post is not relevant to the issue of GM fiat because the two spells, Alarm and Aetherial Premonition, are not equivalent in any meaningful way.

Alarm creates a magical tripwire. It alerts the caster if a creature enters or touches a specific area. It lasts for 8 hours and doesn’t require concentration. It doesn’t alter the world, shift probabilities, or guarantee a specific outcome. It provides information if a defined trigger is met.

Aetherial Premonition is something else entirely. It manipulates the odds. It alters the outcome of the camp event roll (+1) and directly influences future tests (+1D to avert disaster). It’s not just awareness, it changes reality. That’s the difference between that reacts and give notice versus the active alteration of reality and fate.

A proper 5e equivalent would be a spell that modifies random encounter rolls for 8 hours and gives the party advantage on checks if an encounter occurs. That’s not what Alarm does. The comparison fails, and any argument that hinges on their equivalence doesn’t hold up.

That said, Alarm is still worth examining for how it interacts with referee's procedures in play.

Moving on, I’m not sure what @pemerton’s actual conclusion is. He notes that D&D 5e relies on a referee's judgment and that Torchbearer bakes risk management into its mechanics. That’s fine as a comparison of system design. But his only clear assertion is: “The GM is not at liberty just to narrate things in such a way that the spell makes no difference.”

This raises the question: what is the argument here? That if a system allows GM fiat, then spells cast by players are meaningless because the GM can just handwave or manipulate the context? If that’s the point, it’s weak. It assumes bad faith refereeing and dismisses structured adjudication as irrelevant. In World in Motion play, that’s simply not how things work. The GM doesn’t "decide what happens" based on dramatic effect, they resolve outcomes based on what logically follows from the established state of the world.

Let’s address this idea of “illusion of agency” head-on. @pemerton implies that Alarm looks like it gives players control, but really leaves everything up to GM discretion. That only holds true in games where the world is being improvised moment to moment. In a sandbox or procedural campaign, player agency comes from interaction with a consistent world model. Spells like Alarm are part of that, tools to engage with known threats, secure known spaces, and respond to plausible events. If Alarm triggers or doesn’t, that’s the result of where and how it’s used, not GM caprice.

Also, the “fair play” framing doesn’t hold up under scrutiny. In World in Motion campaigns, outcomes aren’t dictated by what the GM thinks is fair. They’re shaped by prep, causal logic, and resolution procedures. Encounter checks, travel timelines, NPC behavior, all of it is grounded. The referee’s job isn’t to decide whether a spell matters; it’s to determine whether conditions arise where it applies. That’s not fiat. That’s consistency.

Alarm is not just a camping spell. It’s useful whenever a party wants to monitor access to a fixed area, during a heist, in a siege, in a tomb, wherever. The 8-hour duration invites periodic encounter checks. Many referees using World in Motion structure those checks with dice, schedules, or faction behavior, not improvisation.

For example, if the party camps in a dead-end cave and casts Alarm at the entrance, any encounter approaching the cave will trigger the alarm. There’s no ambiguity. If the same party is raiding a building with multiple entrances, and they only ward the front, then yes, someone might come through the side. But that outcome is based on layout, planning, and scouting. It isn’t “GM fiat.” Its consequences that are based on player decisions.

In this style of play, the spell is one move in a larger strategy. The tension doesn’t come from whether the GM decides to honor the spell’s effect, it comes from whether the party planned well, accounted for the space, and took the right risks. That’s agency.

Responding to some of @pemerton’s points:

Does the player’s character have an uninterrupted minute to cast the spell?

This is trivial to adjudicate. If the party is setting up camp or preparing a location, one minute of uninterrupted time is not difficult to justify. Unless the party is threatened directly, there’s no reason to deny the casting.

Does any potential intruder come within 8 hours, or 8 hours and 5 minutes later?

Many referees have procedures or notes that define what happens hour by hour. Encounters aren’t created on a whim, they’re generated or determined from the current state of the setting. As for getting around Alarm when the encounter happens, that depends on the location and circumstances of the encounter. Again, this is based on the current state of the setting and the characters involved, not by GM Fiat.

Does the intruder enter the warded area, or go around it?

Again, this is based on the environment and the party's choices. Did they scout? Are there known side passages? Is the alarm placed strategically? These are tactical decisions with consequences, not fiat.

If the party is asleep and the alarm wakes them, how much can the intruder do before they react?

5e’s surprise and initiative rules cover this. Alarm alerts the party, likely preventing surprise. The combat system handles What happens next. Nothing about that depends on arbitrary GM narration.

In short, Alarm functions meaningfully in play, not because the GM “lets it,” but because it's used in a world where time, space, and NPC behavior are structured. If a referee is making things up as they go, then yes, Alarm can be rendered meaningless. But the same is true of any tool in that kind of campaign. That’s not a problem with the spell, it’s a problem with the lack of underlying procedure.

In contrast, Torchbearer’s Aetherial Premonition encodes its effects directly into resolution mechanics. That’s a design choice, not a moral high ground. Both styles work. But it’s inaccurate to say Alarm relies on fiat unless the entire game already does.
 
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I think there's a certain philosophical/historiographical position that has always felt right to me which doesn't justify, but may describe, my aversion to this kind of process. Remember the old adage "for want of a nail the shoe was lost; for want of a shoe the horse was lost; for want of a horse the rider was lost; for want of a rider the battle was lost." Reality, the actual realistic cause and effect chains that events arise out of, are a sea of boiling chaos. A dense weave of tiny factors interacting in a vast web of effect which ultimately has no boundaries. Buddhists call this 'Dependent Origination'.

Thus there really is no prediction of specific events. We can go in certain directions, and build a story about how this caused that, but in the end it is largely illusion anyway. I think it is more reasonable to take a bit of a middle ground, we can stack the deck a bit this way or that, and guess reasonably well the general flow of events at a high level for a short time, but genuine extrapolation that can sift what will happen from what won't? I don't think it exists.
I see what you’re getting at, and I agree that in the real world, causality is incredibly complex and often only makes sense in hindsight. The web of interactions is far too intricate to predict with real precision especially long term. Something I am well aware of through my work in motion control of metal cutting machines.

To clarify though, when I mentioned using timelines, I wasn’t claiming to predict outcomes with certainty or simulate reality in a metaphysical sense. I use timelines as planning tools, a way to track what NPCs and factions would likely do if the PCs were not present. It gives me a baseline to work from so that the world remains consistent as players interact with it.

It’s not “this will happen no matter what,” it’s “this is what would happen if nothing else changes it.” It’s more like forecasting weather conditions than writing fate. The players always have the ability to disrupt that timeline.

In many respects, it functions like a good battle plan. At the outset, a battle plan represents the commander’s best assessment of how events might unfold. A good commander knows the plan will change as the situation evolves. Yet even when the plan is altered, it remains useful because it accounts for many interconnected elements, like logistics and supply. A solid plan provides a framework that helps the commander adjust on the fly while keeping all components working in concert.

My timelines serve the same purpose in the context of an RPG campaign.
 

I'm not assuming that. I'm identifying such a situation as one in which someone might attack just after the 8 hour duration of an Alarm spell expires. Which was the question that @TiQuinn asked.
I know I'm late to this so maybe this has already been answered, but... how would the intruders (a) know an alarm spell had been set and (b) know the spell's duration?

Presumably, the intruders would have to watch the caster casting the spell and make an Arcana check, and be stealthier than the entire party's passive or active Perception (or the equivalent in a different system) and continue to beat their Perceptions for the entire eight hours. That's a lot to just accept.
 

I see what you’re getting at, and I agree that in the real world, causality is incredibly complex and often only makes sense in hindsight. The web of interactions is far too intricate to predict with real precision especially long term. Something I am well aware of through my work in motion control of metal cutting machines.

To clarify though, when I mentioned using timelines, I wasn’t claiming to predict outcomes with certainty or simulate reality in a metaphysical sense. I use timelines as planning tools, a way to track what NPCs and factions would likely do if the PCs were not present. It gives me a baseline to work from so that the world remains consistent as players interact with it.

It’s not “this will happen no matter what,” it’s “this is what would happen if nothing else changes it.” It’s more like forecasting weather conditions than writing fate. The players always have the ability to disrupt that timeline.

In many respects, it functions like a good battle plan. At the outset, a battle plan represents the commander’s best assessment of how events might unfold. A good commander knows the plan will change as the situation evolves. Yet even when the plan is altered, it remains useful because it accounts for many interconnected elements, like logistics and supply. A solid plan provides a framework that helps the commander adjust on the fly while keeping all components working in concert.

My timelines serve the same purpose in the context of an RPG campaign.
I certainly understand where you're coming from, but I do think there's less certainty and less ultimate objectivity in the process you describe. Honestly I don't say that as a criticism, I think it is entirely necessary for these games to work!

And I think, in that context you sell @pemerton's argument/position a little short. Let's take another simpler case, language. Is there any actual advantage for a PC to learn a language in a traditional approach to play? LONG ago this was debated, undoubtedly if you ask Lew Pulsipher about it he'll recall those days, the late '70s.

The consensus, at least in my neck of the woods, was no. Any RP situation, puzzle, etc. that you run into the GM can trivially rationalize some orc or monster or whatever being able to speak with you. While the MM may not call it out, any individual monster is reasonably likely, at least feasibly could, have learned common, elvish, etc. The only reason for the GM to rule against that is in order to make things hard for you. But this is rarely, if ever, something that was called out before play. Sure, GMs devise dungeons, in a broad sense, as challenges, and this could be such, but it is generally an afterthought, a grey area where nobody knows the situation and it could plausibly go either way.

I would point out that language would have a very different role in, say TB2e. Speaking the other guys language is simply a bonus to negotiate successfully.
 
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