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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: 7589547" data-attributes="member: 42582"><p>Marvel Heroic RP/Cortex+ Heroic has a Doom Pool that extends over Scenes and resets at the beginning of each Act. What countws as an Act is flexible: the system is odd in its core presenation (MHRP) because it's obviously "story now" but assumes a pre-estalished story arc (an Event, in the terminology of the game, like Civil War or Fall of the Mutants).</p><p></p><p>In my Cortex+ Heroic Fantasy game I've relied on the internal logic of play to determine breaks between Acts. The first Act ended when one of the PCs escaped the dungeon with the dark elves' gold while the other PCs were still trapped in the bottom levels. The next Act began with those trapped PCs having made their way to the surface and trudged back to civilisation, while the other PC was once again traipsing north having spent down his bag of gold. The second Act evolved into an attempt to rescue villagers from reavers and giants, and when that had been achieved I decided that that Act was finished. The third Act began with the PCs heading up into the high places of the north to try and stop the Ragnarok. It's still ongoing, but will be the final Act of the campaign.</p><p></p><p>The idea that a GM would, or would noeed to, stipoulate that a particular goal is unattainable seems on its face a bit railroad-y. In the orcs-eating-children example, if the PCs are defeatd by the orcs but subsequently end up finding a Ring of Wishes, what (in the standard fiction of a typical D&D game) precludes them wishing that the children had never been captured and eaten? Or there is [MENTION=82106]AbdulAlhazred[/MENTION]'s example of a bargain with Death itself.</p><p></p><p>This is why I tend to think of the idea of an outcome or goal that <em>is/isn't possible</em> having no meaning outside the context of actual play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7589547, member: 42582"] Marvel Heroic RP/Cortex+ Heroic has a Doom Pool that extends over Scenes and resets at the beginning of each Act. What countws as an Act is flexible: the system is odd in its core presenation (MHRP) because it's obviously "story now" but assumes a pre-estalished story arc (an Event, in the terminology of the game, like Civil War or Fall of the Mutants). In my Cortex+ Heroic Fantasy game I've relied on the internal logic of play to determine breaks between Acts. The first Act ended when one of the PCs escaped the dungeon with the dark elves' gold while the other PCs were still trapped in the bottom levels. The next Act began with those trapped PCs having made their way to the surface and trudged back to civilisation, while the other PC was once again traipsing north having spent down his bag of gold. The second Act evolved into an attempt to rescue villagers from reavers and giants, and when that had been achieved I decided that that Act was finished. The third Act began with the PCs heading up into the high places of the north to try and stop the Ragnarok. It's still ongoing, but will be the final Act of the campaign. The idea that a GM would, or would noeed to, stipoulate that a particular goal is unattainable seems on its face a bit railroad-y. In the orcs-eating-children example, if the PCs are defeatd by the orcs but subsequently end up finding a Ring of Wishes, what (in the standard fiction of a typical D&D game) precludes them wishing that the children had never been captured and eaten? Or there is [MENTION=82106]AbdulAlhazred[/MENTION]'s example of a bargain with Death itself. This is why I tend to think of the idea of an outcome or goal that [I]is/isn't possible[/I] having no meaning outside the context of actual play. [/QUOTE]
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