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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7576021" data-attributes="member: 6785785"><p>Not necessarily, although it may also be a railroad. </p><p></p><p>I think there are likely 3 broad categories here, which could likely be broken down a bit more, but for the sake of this discussion it makes sense to keep it at 3. Three categories of GM Driven games. The first is an acceptable level of GM Authority. I think this is the way D&D and similar games are typically expected to run. The second is a game where the GM has too much authority and exercises it inconsistently. The third type is somewhere in between the first two. </p><p></p><p>Obviously, everyone is going to hate the second type, so it’s not even worth discussing beyond that. The third type is the gray area where opinions are going to vary. And I think this is the type of game most are trying to discuss. And you try to shift to talking about the second type. </p><p></p><p></p><p></p><p>“Has the ability to...but doesn’t always exercise that power” is exactly what is being talked about. Again, it’s not about the tyrant DM. </p><p></p><p></p><p></p><p>Well, this can vary. I do allow player creation of places or NPCs in my D&D game. But that’s a bit of a departure from what’s expected in the game. And there are obviously many other RPGs that function that way.</p><p></p><p>So the answer to the question depends on the system you’re playing and also how yoi’re playing it. </p><p></p><p>You’re obviously approaching the discussion with D&D in mind, so NPC or location creation and similar elements require DM approval. Correct?</p><p></p><p>So none of your PCs has ever been out for revenge against some villain that the player came up with? None of your players has never come up with family members for their PC?</p><p></p><p>Or do you restrict player introduced content only once play has actually begun?</p><p></p><p></p><p></p><p>It’s not a problem with the system, I agree. Any game system has a desired outcome, so if play proceeds accordingly, then the system is working as intended. What we’re talking about is more an issue of a mismatch of system expectation and player expectation. </p><p></p><p>So in the original OP of the thread that birthed this one, a GM said he wanted to engage a player by allowing the player to introduce content in such a way as to not require GM approval. He asked for ways to go about, suggestions on how other games have done it or techniques people have used in their own game. </p><p></p><p></p><p></p><p>Or they play a game differently.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7576021, member: 6785785"] Not necessarily, although it may also be a railroad. I think there are likely 3 broad categories here, which could likely be broken down a bit more, but for the sake of this discussion it makes sense to keep it at 3. Three categories of GM Driven games. The first is an acceptable level of GM Authority. I think this is the way D&D and similar games are typically expected to run. The second is a game where the GM has too much authority and exercises it inconsistently. The third type is somewhere in between the first two. Obviously, everyone is going to hate the second type, so it’s not even worth discussing beyond that. The third type is the gray area where opinions are going to vary. And I think this is the type of game most are trying to discuss. And you try to shift to talking about the second type. “Has the ability to...but doesn’t always exercise that power” is exactly what is being talked about. Again, it’s not about the tyrant DM. Well, this can vary. I do allow player creation of places or NPCs in my D&D game. But that’s a bit of a departure from what’s expected in the game. And there are obviously many other RPGs that function that way. So the answer to the question depends on the system you’re playing and also how yoi’re playing it. You’re obviously approaching the discussion with D&D in mind, so NPC or location creation and similar elements require DM approval. Correct? So none of your PCs has ever been out for revenge against some villain that the player came up with? None of your players has never come up with family members for their PC? Or do you restrict player introduced content only once play has actually begun? It’s not a problem with the system, I agree. Any game system has a desired outcome, so if play proceeds accordingly, then the system is working as intended. What we’re talking about is more an issue of a mismatch of system expectation and player expectation. So in the original OP of the thread that birthed this one, a GM said he wanted to engage a player by allowing the player to introduce content in such a way as to not require GM approval. He asked for ways to go about, suggestions on how other games have done it or techniques people have used in their own game. Or they play a game differently. [/QUOTE]
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