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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: 7575115" data-attributes="member: 42582"><p>As used in the OP of the other thread, which is the usage I was borrowing in the OP of this thread, it means <em>the GM decides the way in which action declarations and action resolution change the fiction</em>. The salient changes in the fiction that were being considered were both more-or-less immediate outcomes, and also downstream consequences.</p><p></p><p>The reason for calling it "Mother may I" is because, in order to produce a desired outcome or consequence in the fiction, the player has to guess what sort of action declaration will lead the GM to decide to make such a change to the fiction.</p><p></p><p>The contrast is with an action resolution system that is used to determine whether an action declaration produces the change in the fiction the player would like it to, or rather some adverse change in the fiction that the GM has in mind.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7575115, member: 42582"] As used in the OP of the other thread, which is the usage I was borrowing in the OP of this thread, it means [I]the GM decides the way in which action declarations and action resolution change the fiction[/I]. The salient changes in the fiction that were being considered were both more-or-less immediate outcomes, and also downstream consequences. The reason for calling it "Mother may I" is because, in order to produce a desired outcome or consequence in the fiction, the player has to guess what sort of action declaration will lead the GM to decide to make such a change to the fiction. The contrast is with an action resolution system that is used to determine whether an action declaration produces the change in the fiction the player would like it to, or rather some adverse change in the fiction that the GM has in mind. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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