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2 year campaign down the drain?
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<blockquote data-quote="Ovinomancer" data-source="post: 7977135" data-attributes="member: 16814"><p>Of course 5e can involve discussion, and even agreement, between players and GM. Ultimately, though, that agreement is predicated on the GM allowing it. It's a feature of 5e -- the GM exercises control over the game like a director. And, like a director, he can allow and even encourage ad libbing and exploration of character. However, there's never a doubt that the GM does weild final authority over the fiction, just like a director. Good GMs, like good directors, get great games out of this, leveraging player engagement and allowing movement. However, a directed movie is never actually like improv theater, even if there's an occasional blurred line. Similarly, 5e, without hacks, is never quite like a game with strong player authorities to introduce binding resolutions.</p><p></p><p></p><p></p><p></p><p>That's not quite the kind of compel I was talking about (compelling a character aspect), but, yes, this is true. The kind of compel you're talking about is more on complicating the situation in general rather than encouraging a specific action from the player. For instance, if you did have a No Violence Zone aspect in play, then, well, it's going to be a pretty strongly framed situation already and the compel wouldn't be to direct a character's actions but to impose a condition that prevented violence. You can't make scene aspects part of a character -- they add complications, sure, but not because the character acts a certain way but because outside forces in the scene enforce the complication.</p><p></p><p>For instance, if you're going to have a no violence aspect to a scene, it's going to have to be strongly framed in the scene, with an obvious mechanism for it's enforcement. This clues in the players and provides the fictional underpinning to compel the aspect (or leverage it). In this case, if the PCs started to engage in violence, the compel to the aspect of No Violence Zone would leverage the established fiction to enforce the complication to violent acts, which couldn't be mitigated. This would have to be an overwhelming fictional device, though, and not a random or hidden aspect in a scene (if it were, it would be akin to railroading). I can image a few scenes you could do this in, but they all feature pretty heavy framing elements.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7977135, member: 16814"] Of course 5e can involve discussion, and even agreement, between players and GM. Ultimately, though, that agreement is predicated on the GM allowing it. It's a feature of 5e -- the GM exercises control over the game like a director. And, like a director, he can allow and even encourage ad libbing and exploration of character. However, there's never a doubt that the GM does weild final authority over the fiction, just like a director. Good GMs, like good directors, get great games out of this, leveraging player engagement and allowing movement. However, a directed movie is never actually like improv theater, even if there's an occasional blurred line. Similarly, 5e, without hacks, is never quite like a game with strong player authorities to introduce binding resolutions. That's not quite the kind of compel I was talking about (compelling a character aspect), but, yes, this is true. The kind of compel you're talking about is more on complicating the situation in general rather than encouraging a specific action from the player. For instance, if you did have a No Violence Zone aspect in play, then, well, it's going to be a pretty strongly framed situation already and the compel wouldn't be to direct a character's actions but to impose a condition that prevented violence. You can't make scene aspects part of a character -- they add complications, sure, but not because the character acts a certain way but because outside forces in the scene enforce the complication. For instance, if you're going to have a no violence aspect to a scene, it's going to have to be strongly framed in the scene, with an obvious mechanism for it's enforcement. This clues in the players and provides the fictional underpinning to compel the aspect (or leverage it). In this case, if the PCs started to engage in violence, the compel to the aspect of No Violence Zone would leverage the established fiction to enforce the complication to violent acts, which couldn't be mitigated. This would have to be an overwhelming fictional device, though, and not a random or hidden aspect in a scene (if it were, it would be akin to railroading). I can image a few scenes you could do this in, but they all feature pretty heavy framing elements. [/QUOTE]
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