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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Numidius" data-source="post: 7592713" data-attributes="member: 6972053"><p>"P&P" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> part II</p><p></p><p>Notes on Gm-driven 'plot negotium': </p><p>every Player is entitled to ask verification thru Pc role, and, if 'forced' by Gm opposition, to use his/her background slot in order to demand Gm to roll. </p><p>That's why the Gm has a number of rerolls equal to number of Pcs at the table. A Player may waive this opportunity and just help another Pc in an ongoing conflict vs Gm, declaring how her pc or BG relation intervene, so giving a Dis-advantage die to the Gm roll. </p><p>When a Gm wins a conflict, gains an advantage die for the next one. </p><p>Note that neither side can actually negate, or veto, declarations of the other; the outcomes are at stake, and conflicts are resolved to see which side has the last word on where and when actual normal roleplay begins in the new 'plot twist' storyline. </p><p>Another point of the Plot Negotium is in gaining information, backstory, displayed in advance by the Gm as clarifications firstly and as real opposition secondly , if the Players feel like that and push to conflict rolls. </p><p>At first level a Pc has: Role (race, class, fluff) to ask/propose clarification to the Gm, and one Background 'slot' (fluff, previous job, a current affiliation or npc relationship) to use as conflct leverage against Gm's opposition and go to rolling dice. </p><p></p><p>Next: Stats and die rolls <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Edit: further notes: the opposition that Gm puts in place as opponents in conflict rolls, is at risk: first failed roll means it is simply being overcome; second means wounded, being depleted, socially circumvented (depending on context); third failure means it KOed AND narration of KO is made by the other side (in this case the opposing Player). If Gm does not like the latter narration by player, may simply declare that the opposition is dead, or else as final, as appropried.</p></blockquote><p></p>
[QUOTE="Numidius, post: 7592713, member: 6972053"] "P&P" ;) part II Notes on Gm-driven 'plot negotium': every Player is entitled to ask verification thru Pc role, and, if 'forced' by Gm opposition, to use his/her background slot in order to demand Gm to roll. That's why the Gm has a number of rerolls equal to number of Pcs at the table. A Player may waive this opportunity and just help another Pc in an ongoing conflict vs Gm, declaring how her pc or BG relation intervene, so giving a Dis-advantage die to the Gm roll. When a Gm wins a conflict, gains an advantage die for the next one. Note that neither side can actually negate, or veto, declarations of the other; the outcomes are at stake, and conflicts are resolved to see which side has the last word on where and when actual normal roleplay begins in the new 'plot twist' storyline. Another point of the Plot Negotium is in gaining information, backstory, displayed in advance by the Gm as clarifications firstly and as real opposition secondly , if the Players feel like that and push to conflict rolls. At first level a Pc has: Role (race, class, fluff) to ask/propose clarification to the Gm, and one Background 'slot' (fluff, previous job, a current affiliation or npc relationship) to use as conflct leverage against Gm's opposition and go to rolling dice. Next: Stats and die rolls :) Edit: further notes: the opposition that Gm puts in place as opponents in conflict rolls, is at risk: first failed roll means it is simply being overcome; second means wounded, being depleted, socially circumvented (depending on context); third failure means it KOed AND narration of KO is made by the other side (in this case the opposing Player). If Gm does not like the latter narration by player, may simply declare that the opposition is dead, or else as final, as appropried. [/QUOTE]
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