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2 year campaign down the drain?
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<blockquote data-quote="Fenris-77" data-source="post: 7977627" data-attributes="member: 6993955"><p>[USER=42582]@pemerton[/USER] - I wasn't disagreeing about D&D, just expanding on some things I had been thinking about. There are games where the players have the ability to create fictive elements, <em>Houses of the Blooded</em> for FATE for example, and that was what I posited as the other end of the spectrum, with PbtA somewhere in the middle. I agree completely about the burden of armed response lying with the GM in this case. </p><p></p><p>[USER=16814]@Ovinomancer[/USER] - no, player actions aren't binding, and I didn't say they were. Only that they can sometimes serve to narrow the reasonable or appropriate set of consequences that result from their actions.</p><p></p><p>Here's the different between the guard's reactions and the widget. The reaction or consequence to a social action has an immense range of possibilities. The GM has a lot of leeway to respond appropriately to the player's actions in a bunch of different ways, and thus has a wide range of options vis a vis narrating both success and failure. With the un-found widget, it's either there or it's not. The only option the GM really has is to move it by sleight of hand, or continue to frustrate the players. I'm not judging one of those options as better than another either, sometimes player frustration is a good thing. The range of possibilities that result from an action like <em>I ask the guards if there is way I can get into the castle</em> is pretty manifestly different from <em>I search the maguffin for the widget</em>.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7977627, member: 6993955"] [USER=42582]@pemerton[/USER] - I wasn't disagreeing about D&D, just expanding on some things I had been thinking about. There are games where the players have the ability to create fictive elements, [I]Houses of the Blooded[/I] for FATE for example, and that was what I posited as the other end of the spectrum, with PbtA somewhere in the middle. I agree completely about the burden of armed response lying with the GM in this case. [USER=16814]@Ovinomancer[/USER] - no, player actions aren't binding, and I didn't say they were. Only that they can sometimes serve to narrow the reasonable or appropriate set of consequences that result from their actions. Here's the different between the guard's reactions and the widget. The reaction or consequence to a social action has an immense range of possibilities. The GM has a lot of leeway to respond appropriately to the player's actions in a bunch of different ways, and thus has a wide range of options vis a vis narrating both success and failure. With the un-found widget, it's either there or it's not. The only option the GM really has is to move it by sleight of hand, or continue to frustrate the players. I'm not judging one of those options as better than another either, sometimes player frustration is a good thing. The range of possibilities that result from an action like [I]I ask the guards if there is way I can get into the castle[/I] is pretty manifestly different from [I]I search the maguffin for the widget[/I]. [/QUOTE]
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