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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Bedrockgames" data-source="post: 7558411" data-attributes="member: 85555"><p>I am not 100% sure what you mean in the last paragraph. But my only real point was, these sorts of things are just tools. They are neutral. They don't have moral weight and using one over the other isn't what makes someone a good GM. A good GM makes good use of the tools they use, and uses the right tools for the situation. In some styles, the tools described are not suitable. I play different games and know what you are talking about there. But I have in mind a particular style of play and method of adjudicating, that in this and the other thread (and not saying you are doing it) gets dismissed as Mother May I, or somehow inferior to the other approaches). My tool box for this kind of campaign generally includes things like rulings, encounter tables, sandbox structure, living NPCs, and trying to fairly respond to player actions. I use the dice for plenty of things. But for a question like "What is inside the teahouse", I will typically make a judgement based on the circumstances and what I know or use that to generate a probability if the likelihood seems smaller. Where I think I differ from a lot of people, is I believe the GM can serve as a valid mechanism in play for determining these things. And that doesn't make it mother may I. If I am a player for example, and Bill is running a world. I am fine with the idea that Bill's brain effectively is the universe. There are quirks that are unique to Bill that will consistently come up for sure. But that world is going to have its own internal logic and rhythm because it is all coming from Bill. And Bill is a real GM. I remember a campaign where we were in a city where all the magic users were treated like gods, and I got it into my head to become the local god of Coffee and start a temple. Every time I went somewhere to find out if some resource or potential ally or worshipper was available, he didn't 'say yes or roll', he didn't 'say yes', nor did he have a set of clear procedures. He just decided in most cases. But it never became mother may I. His decision were clearly a product of thought and deliberation and not some shell game or a game where I had to guess what he was thinking. I could tell, if I asked if a certain type of person could be found in a certain part of town, he'd think it through and come up with a response. I think it really only becomes mother may I, if he has a finite set of possibilities in his head, and I only succeed when I happen to land on one of them.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7558411, member: 85555"] I am not 100% sure what you mean in the last paragraph. But my only real point was, these sorts of things are just tools. They are neutral. They don't have moral weight and using one over the other isn't what makes someone a good GM. A good GM makes good use of the tools they use, and uses the right tools for the situation. In some styles, the tools described are not suitable. I play different games and know what you are talking about there. But I have in mind a particular style of play and method of adjudicating, that in this and the other thread (and not saying you are doing it) gets dismissed as Mother May I, or somehow inferior to the other approaches). My tool box for this kind of campaign generally includes things like rulings, encounter tables, sandbox structure, living NPCs, and trying to fairly respond to player actions. I use the dice for plenty of things. But for a question like "What is inside the teahouse", I will typically make a judgement based on the circumstances and what I know or use that to generate a probability if the likelihood seems smaller. Where I think I differ from a lot of people, is I believe the GM can serve as a valid mechanism in play for determining these things. And that doesn't make it mother may I. If I am a player for example, and Bill is running a world. I am fine with the idea that Bill's brain effectively is the universe. There are quirks that are unique to Bill that will consistently come up for sure. But that world is going to have its own internal logic and rhythm because it is all coming from Bill. And Bill is a real GM. I remember a campaign where we were in a city where all the magic users were treated like gods, and I got it into my head to become the local god of Coffee and start a temple. Every time I went somewhere to find out if some resource or potential ally or worshipper was available, he didn't 'say yes or roll', he didn't 'say yes', nor did he have a set of clear procedures. He just decided in most cases. But it never became mother may I. His decision were clearly a product of thought and deliberation and not some shell game or a game where I had to guess what he was thinking. I could tell, if I asked if a certain type of person could be found in a certain part of town, he'd think it through and come up with a response. I think it really only becomes mother may I, if he has a finite set of possibilities in his head, and I only succeed when I happen to land on one of them. [/QUOTE]
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