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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Manbearcat" data-source="post: 7558334" data-attributes="member: 6696971"><p>All GMs are biased and flawed. A very typical problem is a blinkered view of one's capabilities in rendering an extremely complex system in a way that is inferrable from first principles or by weight of evidence by the other participants at the table.</p><p></p><p>That doesn't mean that they shouldn't do their best and that doesn't mean that they shouldn't attempt it at all (perfect being the enemy of the good), but perhaps they need to consider (a) their limitations and (b) other sources of input (be it procedures, a slight shift in priorities, or principles, or other table participants) to play which will correct for their biases and flaws.</p><p></p><p>Coincidentally, a few other typical problems with GMs is their investment in their work/creation/prep (and the perceived value of it), their perceived status as alpha chimp (I'm using that descriptively; in an evolutionary, dominance hierarchy way), and their entitlement to absolute authority over content introduction. These 3 work in conjunction to be extremely sensitive to (b) above.</p><p></p><p>If I'm holding a GMing workshop, those 4 flaws are right at the top of the heap of things I would deconstruct and teach how to be aware of each of those lurking beasts while also maintaining confidence in your GMing product.</p><p></p><p>Interestingly, I'd say that once those flaws are beaten back, a GM becomes infinitely better at erecting a shared imaginary space for the players to explore, suss out its machinery, and make informed action declarations they can be secure in.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7558334, member: 6696971"] All GMs are biased and flawed. A very typical problem is a blinkered view of one's capabilities in rendering an extremely complex system in a way that is inferrable from first principles or by weight of evidence by the other participants at the table. That doesn't mean that they shouldn't do their best and that doesn't mean that they shouldn't attempt it at all (perfect being the enemy of the good), but perhaps they need to consider (a) their limitations and (b) other sources of input (be it procedures, a slight shift in priorities, or principles, or other table participants) to play which will correct for their biases and flaws. Coincidentally, a few other typical problems with GMs is their investment in their work/creation/prep (and the perceived value of it), their perceived status as alpha chimp (I'm using that descriptively; in an evolutionary, dominance hierarchy way), and their entitlement to absolute authority over content introduction. These 3 work in conjunction to be extremely sensitive to (b) above. If I'm holding a GMing workshop, those 4 flaws are right at the top of the heap of things I would deconstruct and teach how to be aware of each of those lurking beasts while also maintaining confidence in your GMing product. Interestingly, I'd say that once those flaws are beaten back, a GM becomes infinitely better at erecting a shared imaginary space for the players to explore, suss out its machinery, and make informed action declarations they can be secure in. [/QUOTE]
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