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    A GMing telling the players about the gameworld is not like real life

    I got it ;) Maybe all those streaming d&d sessions of nowadays will slowly and nuancing change the paradigm for a broader audience, bringing in more input from Pcs as unexpected twist, story emerging, character development similarly to a tv series, or a reality show.
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    A GMing telling the players about the gameworld is not like real life

    I think you and pemerton made your points clear, so both your "sides" had spotlight here. Having said that, I believe that a shift in approach in mainstream rpg is needed. The issue of where realism comes from is real and palpable at the tables I sit to play. Dramatic, sometimes. I remark...
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    A GMing telling the players about the gameworld is not like real life

    Regardless of playstyles preferences, I believe that allocation of authority, equity in realism if Gm decides vs Pc check decides etc is something that the next generation of mainstream rpgs should address upfront in their core rules design
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    A GMing telling the players about the gameworld is not like real life

    Sounds cool and also a good example of SayYesOrRoll
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    A GMing telling the players about the gameworld is not like real life

    I ask the wife questions and build on the answers :D
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    A GMing telling the players about the gameworld is not like real life

    Would you find satisfying rolling on the Friendly Npc Reaction table to resolve the barbarian's wife incident?
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    What (who?) is the Jerk DM?

    The Purists of Realism: The Causal Linker "I represent the Causal Link of the game world" This Gm insists on running a sort of sandbox in which nothing really happens, and after you spend hours, even days, going around looking for something to do or happen, and start complaining openly, he...
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    A GMing telling the players about the gameworld is not like real life

    Speaking of The batte of Waterloo and human psycology, I point out the importance of the backstory of Marshal Ney (coming from a series of unsuccessful battles, and maybe wanting to prove himself), leading Napoleon's cavalry in an epic fail charge against the English infantry, mistaking their...
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    A GMing telling the players about the gameworld is not like real life

    No one asked, but my rule of thumb is: Named Npc are under Gm control, Not yet named (minions or bystanders) ones are open to suggestion/usage from the players in the present scene. Should they become companions, Dw offer rules for managing them depending on what they want from the Pc: money...
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    A GMing telling the players about the gameworld is not like real life

    Same, here. It does put me off when newcomers or old friends entering the game ask immediately for a magic weapon, using a MMI attitude before even starting to play. After explaining there are no +1 swords in the game to begin with, I ask the player about rumours, a legend, anything...
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    A GMing telling the players about the gameworld is not like real life

    (Off Topic: is there somewhere I can read your char gen for BW, and/or session reports? Thanks)
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    A GMing telling the players about the gameworld is not like real life

    Your answer to the questioning newcomer appears pretty good, btw. You offered two more elements of the setting to explore in search of those magical gems, the lowly wizards market and the elf community.
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    A GMing telling the players about the gameworld is not like real life

    A hero desires a sword and a sword desires truth (Soulcalibur)
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    A GMing telling the players about the gameworld is not like real life

    Man, you're adamant. I see your point.
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    A GMing telling the players about the gameworld is not like real life

    When I feel the urge to fudge to facilitate things, I just say yes, or ask the players to focus on gaining an advantage, explaining how the situation might get worse for them
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    A GMing telling the players about the gameworld is not like real life

    Since pemerton named it a few times, in Cthulhu Dark when anyone at the table feels a Pc is getting away with it too easily, a "negative" die will be added to the roll to increase chances of failure. Neat, simple mechanic for sharing "realism" authority among the table. Kind of reverse of...
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    A GMing telling the players about the gameworld is not like real life

    A Hard No in combat that really happened and was disappointing: after spending days defending a city from a siege, we eventually cleared the field and were ready to engage the big bad boss in command of the enemy forces: the Dm made him vanish with teleportation in front of our eyes. On the Dm...
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    A GMing telling the players about the gameworld is not like real life

    Now I HAVE to know if they actually found Sect members at the tea house, in your game
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    A GMing telling the players about the gameworld is not like real life

    What Baker brilliantly solved with his player-facing-dice-rolling AW (and PbtA consequently) is the issue of fudging, while fostering a detailed action declaration by Pc and awareness of the fiction at the table in order to trigger those dice rolls.
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    A GMing telling the players about the gameworld is not like real life

    The above is very reasonable and agreeable. On the intellect part, actually my will to share the content introduction with the table, is because I'm not so smart and sparkling as I used to be, so letting others introduce new stuff is a relief, and also a welcomed surprise sometimes. I see the...
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