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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: 7569506" data-attributes="member: 85555"><p>But there are some big differences here. One fire is something your character handles in the setting and tries to apply to the Death Knight. Like if you have a spell, that is an ability your character has that is defined in the setting. The sect being at the Tea House isn't something the character can control in that way. But the character can go to the tea house, the GM isn't going to stop them, unless something intercedes on the way (and I think if the GM is constantly blocking the party in that way, then something is up and the GM isn't doing a terribly good job of running the game). </p><p></p><p>It is true that combat and non-combat stuff tends to function differently in most games. You usually have clear rules for combat, whereas you can run an RP moment in game with no mechanics at all. I think you can do either, but I don't think it is mother may I to have fewer mechanics or procedures on the non-combat side of play. It is just the nature of the medium: you can run that stuff without mechanics and the GM serving as the engine of the setting is perfectly viable. Not the only way to do it. It is a valid way to run a game and it has its advantages. People who like those advantages will go for it. The issue people are having in this discussion is this preference is being discussed as if it is based in delusion, a lack of courage to question assumptions, or even as a lack of gaming enlightenment (and the snark around peoples' intellect is really palpable here). If you like running a game where there are mechanics and procedures for non-combat stuff, and you want to include some variation of "Say yes or..." that is totally cool. I just think the attitude being expressed by certain posters, the condescension, is just getting under peoples' skin.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7569506, member: 85555"] But there are some big differences here. One fire is something your character handles in the setting and tries to apply to the Death Knight. Like if you have a spell, that is an ability your character has that is defined in the setting. The sect being at the Tea House isn't something the character can control in that way. But the character can go to the tea house, the GM isn't going to stop them, unless something intercedes on the way (and I think if the GM is constantly blocking the party in that way, then something is up and the GM isn't doing a terribly good job of running the game). It is true that combat and non-combat stuff tends to function differently in most games. You usually have clear rules for combat, whereas you can run an RP moment in game with no mechanics at all. I think you can do either, but I don't think it is mother may I to have fewer mechanics or procedures on the non-combat side of play. It is just the nature of the medium: you can run that stuff without mechanics and the GM serving as the engine of the setting is perfectly viable. Not the only way to do it. It is a valid way to run a game and it has its advantages. People who like those advantages will go for it. The issue people are having in this discussion is this preference is being discussed as if it is based in delusion, a lack of courage to question assumptions, or even as a lack of gaming enlightenment (and the snark around peoples' intellect is really palpable here). If you like running a game where there are mechanics and procedures for non-combat stuff, and you want to include some variation of "Say yes or..." that is totally cool. I just think the attitude being expressed by certain posters, the condescension, is just getting under peoples' skin. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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