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An example where granular resolution based on setting => situation didn't work
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<blockquote data-quote="Pedantic" data-source="post: 8988339" data-attributes="member: 6690965"><p>I don't really see a problem here, nor the proof you're holding out. The need for the GM to define the NPC capabilities, and then to make decisions acting as them isn't unique to this situation, nor any more or less problematic here than it is anywhere else.</p><p></p><p>It's a professional responsibility for the GM to separate their function as the worldbuilding creator of those NPCs, where the determination of whether they have magic detecting capabilities is made and as the motivating force behind their decision making, where the choice about where and how that capability is deployed are made, but it's not even strictly necessary. The GM could be using a module or set of prepared NPCs they didn't actually create themselves, resolving the need for that professional separation in this particular instance.</p><p></p><p>After that, I don't really see a problem with the nomads deploying the search/tracking mechanics (presuming the game has them) and/or deploying magical abilities to that end (if they have some reason to presume the PCs have and/or will use magic). Those are pretty reasonable judgement calls to be made from the perspective of the NPCs in question.</p><p></p><p>Whether or not the situation is "dramatic" is not, as far as I am concerned, a question the game mechanics are supposed to answer. They seem perfectly capable of answering the question they are for, "what happens next?" by taking in all the inputs from each action in the situation and determining the outcome.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8988339, member: 6690965"] I don't really see a problem here, nor the proof you're holding out. The need for the GM to define the NPC capabilities, and then to make decisions acting as them isn't unique to this situation, nor any more or less problematic here than it is anywhere else. It's a professional responsibility for the GM to separate their function as the worldbuilding creator of those NPCs, where the determination of whether they have magic detecting capabilities is made and as the motivating force behind their decision making, where the choice about where and how that capability is deployed are made, but it's not even strictly necessary. The GM could be using a module or set of prepared NPCs they didn't actually create themselves, resolving the need for that professional separation in this particular instance. After that, I don't really see a problem with the nomads deploying the search/tracking mechanics (presuming the game has them) and/or deploying magical abilities to that end (if they have some reason to presume the PCs have and/or will use magic). Those are pretty reasonable judgement calls to be made from the perspective of the NPCs in question. Whether or not the situation is "dramatic" is not, as far as I am concerned, a question the game mechanics are supposed to answer. They seem perfectly capable of answering the question they are for, "what happens next?" by taking in all the inputs from each action in the situation and determining the outcome. [/QUOTE]
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An example where granular resolution based on setting => situation didn't work
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