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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Aldarc" data-source="post: 7570179" data-attributes="member: 5142"><p>And fudging seems irrelevant to discussion for reasons others have discussed already. Bit of a red herring, IMO. </p><p></p><p>As a reminder, Vincent Baker - from whom the "Say Yes or Roll the Dice" originates - created the Apocalypse World system where the players roll everything. Sadras, how would you say that your introduced discussion of GMs fudging the dice is relevant in that framework of play? <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p></p><p>Even if we accept your thesis of monster statistics as "hidden backstory" (monster weaknesses, immunities, etc.) - and [MENTION=42582]pemerton[/MENTION] does a good job refuting this idea - it seems like there is at least one key difference: <em>repeatability of methods</em>. </p><p></p><p>When you first face the Death Knight, you may discover through play some of its immunities or resistances. Generally, more often then not, if you face the Death Knight monster again, you don't have to delve into rediscovering the "hidden backstory" of the Death Knight stats. If fire worked previously, then you know that you can fight it with fire again this time. Going into the fight, you will prepare fire to deal with it. And it would certainly be frustrating if the GM forced the players to "rediscover" the hidden backstory of the Death Knight's weakness each time players fought it or if the GM changed the hidden backstory of the Death Knight stats on a whim, declaring previously known successful methods to be ineffective. (If changes occur, GMs usually at least provide visual cues that suggest "this Death Knight is atypical" for players.) This repeatability for players encountering Death Knights is critical because it tests their (player) skill and knowledge about what they have learned, remembered, and utilized from previous encounters. </p><p></p><p>But let's say that you are looking for the Cult again somewhere else. Instead of being able to repeat your previous method, now you have to engage in renewed "hidden backstory" procedures to discover the Cult.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7570179, member: 5142"] And fudging seems irrelevant to discussion for reasons others have discussed already. Bit of a red herring, IMO. As a reminder, Vincent Baker - from whom the "Say Yes or Roll the Dice" originates - created the Apocalypse World system where the players roll everything. Sadras, how would you say that your introduced discussion of GMs fudging the dice is relevant in that framework of play? :erm: Even if we accept your thesis of monster statistics as "hidden backstory" (monster weaknesses, immunities, etc.) - and [MENTION=42582]pemerton[/MENTION] does a good job refuting this idea - it seems like there is at least one key difference: [I]repeatability of methods[/I]. When you first face the Death Knight, you may discover through play some of its immunities or resistances. Generally, more often then not, if you face the Death Knight monster again, you don't have to delve into rediscovering the "hidden backstory" of the Death Knight stats. If fire worked previously, then you know that you can fight it with fire again this time. Going into the fight, you will prepare fire to deal with it. And it would certainly be frustrating if the GM forced the players to "rediscover" the hidden backstory of the Death Knight's weakness each time players fought it or if the GM changed the hidden backstory of the Death Knight stats on a whim, declaring previously known successful methods to be ineffective. (If changes occur, GMs usually at least provide visual cues that suggest "this Death Knight is atypical" for players.) This repeatability for players encountering Death Knights is critical because it tests their (player) skill and knowledge about what they have learned, remembered, and utilized from previous encounters. But let's say that you are looking for the Cult again somewhere else. Instead of being able to repeat your previous method, now you have to engage in renewed "hidden backstory" procedures to discover the Cult. [/QUOTE]
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