hawkeyefan
Legend
I see it as a matter of priorities. My priority is setting logic and verisimilitude. How things play as a game is important, but secondary to my first concerns. This is why balance is less important to me, because I first want to make sure something is a reasonably accurate simulation before I wonder about its balance against other things.
Sure, that's fine! I absolutely understand that. I probably consider the game more important, but it's not like I'm setting up nonsensical things, or contradicting what's been established.
I think setting logic and verisimilitude are pretty mutable... like there's a whole range of what's acceptable in most cases. But making sure a situation works as a game? That requires a bit more precision, I think.
And just to clarify... it's not about balance in the sense of balanced encounters and the like. Just in creating interesting scenarios that function for gameplay as well as for the make believe of the game world.
If the characters are low level and they decide to try to fight an ancient red dragon I'd probably narrate the battle because they're going to lose. Meanwhile in social encounters there is value in the content of the encounter whether or not the characters are successful. That, and of course, the outcome of social encounters is not automatically predetermined just like every other encounter.
But good luck with the continued use of the extremes fallacy.
People defended the extreme, including you.
Here you are below talking about how you don't even understand what the issue is.
There are guards in real life that could not realistically be bribed. I don't understand why this is even a contentious possibility. That, and being able to bribe any random guard or bureaucrat with a known cost would be boring and unrealistic to me. Perhaps you can't bribe so maybe try deception, intimidation, blackmail, illusion, subterfuge or ... I don't know ... any number of creative options.
The issue is that while yes not every guard in real life can be bribed, we are playing a game. That we want to portray a seemingly real world that is consistent and plausible is a part of that game... but there are choices the GM makes when doing so that may make playing the game more difficult for the players.
There are both other methods to determine these things than having the GM determine them ahead of play, and there are also other ways to maintain playability in these moments.
The fact that you think you need rules to "deploy against GM generated content" tells me that you're approach to gaming is pretty much antithetical to mine whether I'm the GM or player. It's not GM vs Player in games I run or play.
I think that players "deploying against GM generated content" is actually a way to say what play is without it being player vs. GM. it means competing against the dungeon or the encounter rather than competing against the GM.