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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7569845" data-attributes="member: 42582"><p>What "most"? Fate, PbtA, MHRP/Cortex+ Heroic, Classic Traveller, Burning Wheel, 4e D&D - these are just some of the RPGs I know of which don't fit your description - they have resolution systems for non-combat action declarations which aren't exhausted by "The GM decides". Even AD&D gestured towards this with the NWPs in Oriental Adventures, although there are obvious weaknesses in the mechanical implementation.</p><p></p><p>I'm not confusing. I'm observing.</p><p></p><p>If, in fact, player X is playing a PC whose wall raison d'etre is to drive a death knight away by causing fear, then your example would be analogous to the tea house example.</p><p></p><p>But in the typical D&D combat the goal of the player is to defeat the monster. The attempt to cause fear has <em>defeating the death knight</em> as it's goal, and the failure of that spell doesn't bring the situation to an end.</p><p></p><p>The death knight's immunity to fear doesn't dictate the resolution of the scene, subject to some of the very atypical examples I've already suggseted which - if they are in play - <em>do</em> give the death knight example the same character as [MENTION=99817]chaochou[/MENTION] has referred to.</p><p></p><p>It's not to do with the "pillar". It's to do with the structure of scene resolution. I don't think this is very obscure.</p><p></p><p>"Mother may I" and similar labels aren't intended to be descriptions of the imagined causal power of imagined PCs. They're descriptions of the actual causal power of the players in respect of the shared fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7569845, member: 42582"] What "most"? Fate, PbtA, MHRP/Cortex+ Heroic, Classic Traveller, Burning Wheel, 4e D&D - these are just some of the RPGs I know of which don't fit your description - they have resolution systems for non-combat action declarations which aren't exhausted by "The GM decides". Even AD&D gestured towards this with the NWPs in Oriental Adventures, although there are obvious weaknesses in the mechanical implementation. I'm not confusing. I'm observing. If, in fact, player X is playing a PC whose wall raison d'etre is to drive a death knight away by causing fear, then your example would be analogous to the tea house example. But in the typical D&D combat the goal of the player is to defeat the monster. The attempt to cause fear has [I]defeating the death knight[/I] as it's goal, and the failure of that spell doesn't bring the situation to an end. The death knight's immunity to fear doesn't dictate the resolution of the scene, subject to some of the very atypical examples I've already suggseted which - if they are in play - [I]do[/I] give the death knight example the same character as [MENTION=99817]chaochou[/MENTION] has referred to. It's not to do with the "pillar". It's to do with the structure of scene resolution. I don't think this is very obscure. "Mother may I" and similar labels aren't intended to be descriptions of the imagined causal power of imagined PCs. They're descriptions of the actual causal power of the players in respect of the shared fiction. [/QUOTE]
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