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A Question Of Agency?
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<blockquote data-quote="Neonchameleon" data-source="post: 8158248" data-attributes="member: 87792"><p>I'm curious which are these games where player action <em>cannot </em>be negated by the GM. The GM in almost any game always has more mooks and can give the bosses unlimited hp and special moves.</p><p></p><p>But the expectation is that the GM <em>will not </em>negate the player action without an exceptionally good reason. The player says what they are doing and frequently picks up the dice, moving straight into the shared fiction rather than having to go through GM negotiation first. The rules for e.g. throwing a tapestry over someone's head in Fate are clear ("Create an advantage" possibly invoking a scene aspect and probably using athletics) and in D&D they are not. </p><p></p><p>So in Fate the player moves as freely from their character to the fiction when pulling a rug from under the feet of the bad guys unless the GM intervenes ("the rug's been glued down/simply tears") as they do in D&D when swinging a sword and making an attack roll unless the DM intervenes ("your sword passes straight through the illusion/bounces off the forcefield"). And in both cases this is expected to denote exceptional circumstances. </p><p></p><p>This is more empowering for the players because they have a clearer understanding of the capabilities of their character and because they can just do these stunts rather than haggling and slowing things down for everyone. Whether it's more empowering for the GM depends on that GM - some find it less makework, others get less of a power trip or more of a headache.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8158248, member: 87792"] I'm curious which are these games where player action [I]cannot [/I]be negated by the GM. The GM in almost any game always has more mooks and can give the bosses unlimited hp and special moves. But the expectation is that the GM [I]will not [/I]negate the player action without an exceptionally good reason. The player says what they are doing and frequently picks up the dice, moving straight into the shared fiction rather than having to go through GM negotiation first. The rules for e.g. throwing a tapestry over someone's head in Fate are clear ("Create an advantage" possibly invoking a scene aspect and probably using athletics) and in D&D they are not. So in Fate the player moves as freely from their character to the fiction when pulling a rug from under the feet of the bad guys unless the GM intervenes ("the rug's been glued down/simply tears") as they do in D&D when swinging a sword and making an attack roll unless the DM intervenes ("your sword passes straight through the illusion/bounces off the forcefield"). And in both cases this is expected to denote exceptional circumstances. This is more empowering for the players because they have a clearer understanding of the capabilities of their character and because they can just do these stunts rather than haggling and slowing things down for everyone. Whether it's more empowering for the GM depends on that GM - some find it less makework, others get less of a power trip or more of a headache. [/QUOTE]
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