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<blockquote data-quote="pemerton" data-source="post: 8165568" data-attributes="member: 42582"><p>To add to these posts about referees being fair: the role of a referee in a wargame is not wildly different from the role of a referee in a football game. The referee applies the rules and, when necessary, arbitrates between the two sides.</p><p></p><p>The idea that the role of a GM in a sandbox resembles this is not really plausible. For a start, there are no sides. Next, to the extent that the players experience "opposition" it is being provided by the GM.</p><p></p><p>This also drives home how different a sandbox of the sort [USER=5636]@estar[/USER] or [USER=85555]@Bedrockgames[/USER] is describing is from a Moldvay-style dungeon. In a Moldvay-style dungeon there is no opposition or antagonism: the dungeon is primarily a <em>puzzle</em>, and the monsters are threats that are encountered in the course of exploring it. The GM has to adjudicate them fairly - in some ways it's a more sophisticated version of a boardgame, and part of what makes it more sophisticated is that the players can make "moves" that engage the fiction. In this sort of play, the GM comes close to being a referee - designing the dungeon is a bit like preparing the field of battle for a wargame, and adjudicating the fiction can be done (hopefully; ideally) fairly and dispassionately.</p><p></p><p>But in a "living, breathing" world things are completely different. Designing such a world is not at all like preparing the field of battle, except in the most metaphorical sense. Deciding things like <em>whether a given NPC is alive or dead</em> and <em>what a given faction will do in response to encroachments on its turf</em> is not like adjudicating the fiction in the way a Moldvay GM has to.</p><p></p><p>Classic Traveller is interesting here, because it consistently uses the term "referee" to describe the GM, but the role is nothing like a wargame or dungeon-adjudicating referee.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8165568, member: 42582"] To add to these posts about referees being fair: the role of a referee in a wargame is not wildly different from the role of a referee in a football game. The referee applies the rules and, when necessary, arbitrates between the two sides. The idea that the role of a GM in a sandbox resembles this is not really plausible. For a start, there are no sides. Next, to the extent that the players experience "opposition" it is being provided by the GM. This also drives home how different a sandbox of the sort [USER=5636]@estar[/USER] or [USER=85555]@Bedrockgames[/USER] is describing is from a Moldvay-style dungeon. In a Moldvay-style dungeon there is no opposition or antagonism: the dungeon is primarily a [I]puzzle[/I], and the monsters are threats that are encountered in the course of exploring it. The GM has to adjudicate them fairly - in some ways it's a more sophisticated version of a boardgame, and part of what makes it more sophisticated is that the players can make "moves" that engage the fiction. In this sort of play, the GM comes close to being a referee - designing the dungeon is a bit like preparing the field of battle for a wargame, and adjudicating the fiction can be done (hopefully; ideally) fairly and dispassionately. But in a "living, breathing" world things are completely different. Designing such a world is not at all like preparing the field of battle, except in the most metaphorical sense. Deciding things like [I]whether a given NPC is alive or dead[/I] and [I]what a given faction will do in response to encroachments on its turf[/I] is not like adjudicating the fiction in the way a Moldvay GM has to. Classic Traveller is interesting here, because it consistently uses the term "referee" to describe the GM, but the role is nothing like a wargame or dungeon-adjudicating referee. [/QUOTE]
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