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An example where granular resolution based on setting => situation didn't work
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<blockquote data-quote="pemerton" data-source="post: 8989022" data-attributes="member: 42582"><p>[USER=8495]@uzirath[/USER], thanks for the post!</p><p></p><p>It's a generalisation of the point you make here:</p><p></p><p>This isn't a case of the situation being triggered by the PCs going to such-and-such a place in respect of which the GM has made notes about what situation will be triggered. A you note, "this does require plenty of GM fiat, and no amount of pre-planning could account for all the possibilities."</p><p></p><p>Also, when you say this, I think you raise something that is related to my two points in the OP:</p><p></p><p>I don't think resolution of an orthodox RM skill check allows for the full range and weight of consequences necessary to make this play out dramatically. My GURPS-fu is weak, though I would suspect that, by default, it tends to the rather granular and in-game-causally-constrained in its approach to consequences.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8989022, member: 42582"] [USER=8495]@uzirath[/USER], thanks for the post! It's a generalisation of the point you make here: This isn't a case of the situation being triggered by the PCs going to such-and-such a place in respect of which the GM has made notes about what situation will be triggered. A you note, "this does require plenty of GM fiat, and no amount of pre-planning could account for all the possibilities." Also, when you say this, I think you raise something that is related to my two points in the OP: I don't think resolution of an orthodox RM skill check allows for the full range and weight of consequences necessary to make this play out dramatically. My GURPS-fu is weak, though I would suspect that, by default, it tends to the rather granular and in-game-causally-constrained in its approach to consequences. [/QUOTE]
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An example where granular resolution based on setting => situation didn't work
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