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A Question Of Agency?
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<blockquote data-quote="Aldarc" data-source="post: 8157627" data-attributes="member: 5142"><p>Even if one chooses to exercise disciplined and restrained play principles when running D&D 5e, I think that GM force is still both presumed as part of keeping the game slogging forward and, in some cases, downright encouraged per the rules (e.g. GM fudging on the presumption of the "best interests of the players' fun"). Note how heated threads can be when it comes to the matter of whether (1) fudging is acceptable, (2) fudging constitutes cheating, and/or (3) fudging is permissible by the rules as a power afforded to the GM. GM Force often is flexed under the pretentions of the GM authorizing the "greater good" of the game. (GM Chorus [chanting]: "the greater good.")</p><p></p><p>Other games either present the GM with less opportunities or ability to do so as part of the play process or are guided by more focused play principles. Simply having "GM doesn't roll" or "GM rolls in front of the players" as a baked-in part of the system takes away opportunities for GM force.</p><p></p><p></p><p>"Does it follow/expand the pre-existing fiction?" Also, have you considered the possibility here of discussing this in good faith with the player and/or group? If it seems (subjectively) far-fetched based on the fiction, then it's likely that the fiction will be negotiated between relevant participants. I'm not sure why these matters are treated as if negotiation, conversation, and discussion are absent (or even irrelevant) parts of a social game about the various players framing and engaging an emerging fiction.</p><p></p><p>That said, I have a similar story in regards to the secret door of a tower with a game in Fate. The players wanted to gain entrance into the manor of the prince to stop an assassination from a political rival. The players, however, were not permitted entrance by the guards due to a "compel" on one of the character's high concepts (to paraphrase): "Disgraced Bodyguard of Prince X". However, that same player later spent a Fate point to declare a story detail based on their high concept. Because they were the bodyguard of the prince, the player reasoned that their character likely knew hidden entrances and escape routes for ushering the prince to safety. So I framed the stakes of the fiction again, establishing that there are guards stationed around the main building of the manor. The player proposed that there was a secret entrance to a tunnel that connected the garden to the kitchen inside for funneling nobility to safety. This seemed reasonable, and so it was added to the fiction. I still requested that the player roll either Notice or Investigate (can't remember which) to find the entrance since there were potential interesting negative consequences that could come from that: e.g., urgency of time, stationed guards, changes to the tunnel since their last time using it, etc. This tunnel came up several other times in play and it remained a consistent part of the fiction.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8157627, member: 5142"] Even if one chooses to exercise disciplined and restrained play principles when running D&D 5e, I think that GM force is still both presumed as part of keeping the game slogging forward and, in some cases, downright encouraged per the rules (e.g. GM fudging on the presumption of the "best interests of the players' fun"). Note how heated threads can be when it comes to the matter of whether (1) fudging is acceptable, (2) fudging constitutes cheating, and/or (3) fudging is permissible by the rules as a power afforded to the GM. GM Force often is flexed under the pretentions of the GM authorizing the "greater good" of the game. (GM Chorus [chanting]: "the greater good.") Other games either present the GM with less opportunities or ability to do so as part of the play process or are guided by more focused play principles. Simply having "GM doesn't roll" or "GM rolls in front of the players" as a baked-in part of the system takes away opportunities for GM force. "Does it follow/expand the pre-existing fiction?" Also, have you considered the possibility here of discussing this in good faith with the player and/or group? If it seems (subjectively) far-fetched based on the fiction, then it's likely that the fiction will be negotiated between relevant participants. I'm not sure why these matters are treated as if negotiation, conversation, and discussion are absent (or even irrelevant) parts of a social game about the various players framing and engaging an emerging fiction. That said, I have a similar story in regards to the secret door of a tower with a game in Fate. The players wanted to gain entrance into the manor of the prince to stop an assassination from a political rival. The players, however, were not permitted entrance by the guards due to a "compel" on one of the character's high concepts (to paraphrase): "Disgraced Bodyguard of Prince X". However, that same player later spent a Fate point to declare a story detail based on their high concept. Because they were the bodyguard of the prince, the player reasoned that their character likely knew hidden entrances and escape routes for ushering the prince to safety. So I framed the stakes of the fiction again, establishing that there are guards stationed around the main building of the manor. The player proposed that there was a secret entrance to a tunnel that connected the garden to the kitchen inside for funneling nobility to safety. This seemed reasonable, and so it was added to the fiction. I still requested that the player roll either Notice or Investigate (can't remember which) to find the entrance since there were potential interesting negative consequences that could come from that: e.g., urgency of time, stationed guards, changes to the tunnel since their last time using it, etc. This tunnel came up several other times in play and it remained a consistent part of the fiction. [/QUOTE]
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