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<blockquote data-quote="tetrasodium" data-source="post: 9239413" data-attributes="member: 93670"><p>That is generally my experience as well. The other players don't want to step up as fun police because nobody wants to be the bad guy and the GM gets cornered into choosing between either option 1 of just accepting it every time or option2 of putting their foot down & coming off as the bad guy even when it's the player being unreasonable.</p><p></p><p></p><p>It was going about things backwards because it's trying to set the story's result before the play. A player shouldn't be thinking "how can I make an omelette" because that is the final successful result & they now need to work backwards from that to the current state of play. Instead the player should be thinking something like "I need to make breakfast" & then looking at their character sheet to see what that they have eggs cheese onions & mushrooms. Seeing that they can be thinking "given the time constraints imposed by existing fiction, what breakfast can I start making with eggs cheese onions & mushrooms". If they decide omelette the success or failure of that attempt & resulting story is a efort with the result generally left undetermined until the dice or some other mechanic. </p><p></p><p>Thre earlier example may have used an omelette, but we see this same kind of backwards authorship all the time from players. It's the difference between a frequently seen style of narration where you have Alice say something like <em>"I'm going to charge up to <img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" />here<img class="smilie smilie--emoji" alt="👈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f448.png" title="Backhand index pointing left :point_left:" data-shortname=":point_left:" loading="lazy" width="64" height="64" /> and yell [whatever] while I bring my sword around to attack <img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" />this<img class="smilie smilie--emoji" alt="👈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f448.png" title="Backhand index pointing left :point_left:" data-shortname=":point_left:" loading="lazy" width="64" height="64" /> orc"</em> [dice clatter]->resolution vrs something like Bob doing the same action in every way but narrating it like this<em> "I'm going to charge up to <img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" />here<img class="smilie smilie--emoji" alt="👈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f448.png" title="Backhand index pointing left :point_left:" data-shortname=":point_left:" loading="lazy" width="64" height="64" /> & tear open this orc's chest with a grin as he screams"</em>[dice clatter]->resolution. Alice is only telling the part of the story she has control over & avoiding any lines where dice or the GM decide the outcome, Bob is charging right past that line & authoring the result of things yet to be determined.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9239413, member: 93670"] That is generally my experience as well. The other players don't want to step up as fun police because nobody wants to be the bad guy and the GM gets cornered into choosing between either option 1 of just accepting it every time or option2 of putting their foot down & coming off as the bad guy even when it's the player being unreasonable. It was going about things backwards because it's trying to set the story's result before the play. A player shouldn't be thinking "how can I make an omelette" because that is the final successful result & they now need to work backwards from that to the current state of play. Instead the player should be thinking something like "I need to make breakfast" & then looking at their character sheet to see what that they have eggs cheese onions & mushrooms. Seeing that they can be thinking "given the time constraints imposed by existing fiction, what breakfast can I start making with eggs cheese onions & mushrooms". If they decide omelette the success or failure of that attempt & resulting story is a efort with the result generally left undetermined until the dice or some other mechanic. Thre earlier example may have used an omelette, but we see this same kind of backwards authorship all the time from players. It's the difference between a frequently seen style of narration where you have Alice say something like [I]"I'm going to charge up to 👉here👈 and yell [whatever] while I bring my sword around to attack 👉this👈 orc"[/I] [dice clatter]->resolution vrs something like Bob doing the same action in every way but narrating it like this[I] "I'm going to charge up to 👉here👈 & tear open this orc's chest with a grin as he screams"[/I][dice clatter]->resolution. Alice is only telling the part of the story she has control over & avoiding any lines where dice or the GM decide the outcome, Bob is charging right past that line & authoring the result of things yet to be determined. [/QUOTE]
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