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2 year campaign down the drain?
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<blockquote data-quote="Ovinomancer" data-source="post: 7978132" data-attributes="member: 16814"><p>How does it constitute authority. I may not understand the word if a thing is totally up to one person, but they chose to be constrained in using it, and that means that this choice to constrain their own authority actually means that someone else now has it. To have authority, you must have the final, binding, say in a thing. How the GM narrates results of player actions is, ultimately, entirely up to the GM. That he may choose to limit outcomes to things that seem to flow naturally from the action declared is still the GM using authority to narrate outcomes. The additional constraint, chosen by the GM, isn't a transfer to the players.</p><p></p><p>Again, this is obvious if you have a pre-scripted outcome. If the GM prescripts that monster 1 will attacks on sight and will fight to the death, then no amount of player action declaration constrains this. The player's action declaration, in no way, constrains the possible outcomes of the GM, because the GM has already decided the action -- the monster attacks. You're postulating an authority that post hoc changes things decided ex ante. If the GM decides to limit an outcome, that's still the GM's choice, and the GM retains the authority. Claiming that the GM using their authority to limit outcomes to a narrower range than they have the authority to exercise is really an authority owned by the players just doesn't follow at all. The players have no way to bind the GM to any range of outcomes. That's not authority.</p><p></p><p>It is, however, usually good play, which is why it should be considered as a principle of play rather than authority. Players have no authority to bind the GM to a range of outcomes based on action declaration. However, it's a good principle for GMs to self-limit their authority and choose from a range of outcomes that flows from player declarations. This makes for a game where the players feel they have more control, even though they do not have control or authority. What they do have is a good GM. We're back to how you build enlightened dictators.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7978132, member: 16814"] How does it constitute authority. I may not understand the word if a thing is totally up to one person, but they chose to be constrained in using it, and that means that this choice to constrain their own authority actually means that someone else now has it. To have authority, you must have the final, binding, say in a thing. How the GM narrates results of player actions is, ultimately, entirely up to the GM. That he may choose to limit outcomes to things that seem to flow naturally from the action declared is still the GM using authority to narrate outcomes. The additional constraint, chosen by the GM, isn't a transfer to the players. Again, this is obvious if you have a pre-scripted outcome. If the GM prescripts that monster 1 will attacks on sight and will fight to the death, then no amount of player action declaration constrains this. The player's action declaration, in no way, constrains the possible outcomes of the GM, because the GM has already decided the action -- the monster attacks. You're postulating an authority that post hoc changes things decided ex ante. If the GM decides to limit an outcome, that's still the GM's choice, and the GM retains the authority. Claiming that the GM using their authority to limit outcomes to a narrower range than they have the authority to exercise is really an authority owned by the players just doesn't follow at all. The players have no way to bind the GM to any range of outcomes. That's not authority. It is, however, usually good play, which is why it should be considered as a principle of play rather than authority. Players have no authority to bind the GM to a range of outcomes based on action declaration. However, it's a good principle for GMs to self-limit their authority and choose from a range of outcomes that flows from player declarations. This makes for a game where the players feel they have more control, even though they do not have control or authority. What they do have is a good GM. We're back to how you build enlightened dictators. [/QUOTE]
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