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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: 7581000" data-attributes="member: 42582"><p>Where did this come from? I am assuming the GM - that is, I am assuming that it was not a player action declaration or an element of player-atuhored background that made the witch a focus of play.</p><p></p><p>I am also assuming that this came from the GM, in the sense that the leader, and the leader's connection to your family, were not things that resulted from player action declaration nor from an element of player-authored backgorund.</p><p></p><p>OK. This reads like a clever puzzle solution. But am I right in taking it that the herbalist was a story element established by the GM, and made no particular reference to elements of PC backstory or PC goals?</p><p></p><p>Also, did the fact that your "great idea" presumalby had rather sorry implications for the herbalist (who, as you present it, seems to be harmless at worst, generous at best) come into play here?</p><p></p><p>This seems like a GM reveal/"gotcha". Was it pre-authored, or did the GM make this decision so as to negate your solution?</p><p></p><p>And what resulted from this? Were your family released? Did you homeland get destroyed?</p><p></p><p>The hard choice seems to be between two options both established by the GM - <em>lose family</em> or <em>lose homeland</em>. Is that correct?</p><p></p><p>Well, I did ask for examples of GM-driven RPGing, so in that sense there's no surprise that the example should be one that is heavily GM-driven!</p><p></p><p>Taking that context as given, the two things that I am curious about are the two moments of player choice: <em>to summon the NPCs to attack an innocent herbalist</em> and <em>to stand with the NPCs at the end</em>. I am very interested in the first in particular, as it seems to be harder choice - sacrificing an innocent person to save one's family.</p><p></p><p></p><p>I don't find this example as interesting as the first one. The only player choice is to take a modest mechanical penalty in order to establish some colour ("we're moving quickly"). It's not clear whether the colour is <em>mere</em> colour, or whether it factors into the actual resolution, because it's not clear what mechanics (if any) are being used to resolve the chase. And the issue of how many children are eaten and how many saved by getting to the orcs at time T rather than time T+1 seems to be entirely under the GM's control.</p><p></p><p>But anyway, I would expect this sort of thing to be pretty standard in "heroes vs orcs" FRPGing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7581000, member: 42582"] Where did this come from? I am assuming the GM - that is, I am assuming that it was not a player action declaration or an element of player-atuhored background that made the witch a focus of play. I am also assuming that this came from the GM, in the sense that the leader, and the leader's connection to your family, were not things that resulted from player action declaration nor from an element of player-authored backgorund. OK. This reads like a clever puzzle solution. But am I right in taking it that the herbalist was a story element established by the GM, and made no particular reference to elements of PC backstory or PC goals? Also, did the fact that your "great idea" presumalby had rather sorry implications for the herbalist (who, as you present it, seems to be harmless at worst, generous at best) come into play here? This seems like a GM reveal/"gotcha". Was it pre-authored, or did the GM make this decision so as to negate your solution? And what resulted from this? Were your family released? Did you homeland get destroyed? The hard choice seems to be between two options both established by the GM - [i]lose family[/i] or [i]lose homeland[/i]. Is that correct? Well, I did ask for examples of GM-driven RPGing, so in that sense there's no surprise that the example should be one that is heavily GM-driven! Taking that context as given, the two things that I am curious about are the two moments of player choice: [i]to summon the NPCs to attack an innocent herbalist[/i] and [i]to stand with the NPCs at the end[/i]. I am very interested in the first in particular, as it seems to be harder choice - sacrificing an innocent person to save one's family. I don't find this example as interesting as the first one. The only player choice is to take a modest mechanical penalty in order to establish some colour ("we're moving quickly"). It's not clear whether the colour is [i]mere[/i] colour, or whether it factors into the actual resolution, because it's not clear what mechanics (if any) are being used to resolve the chase. And the issue of how many children are eaten and how many saved by getting to the orcs at time T rather than time T+1 seems to be entirely under the GM's control. But anyway, I would expect this sort of thing to be pretty standard in "heroes vs orcs" FRPGing. [/QUOTE]
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