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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="hawkeyefan" data-source="post: 7920833" data-attributes="member: 6785785"><p>I think a big part of this is about the outcome itself. The Pass/Fail state should not be subverted by GM Force. The roll determines success or failure. Sure, the GM then needs to determine the specific results;as you say this is present to varying degree in just about any game....but he doesn't get to decide if you succeed or fail at something (something significant, at least). That's what the dice are for. </p><p></p><p>I think this is where game mechanics can come into it. In the absence of a rule system to determine success or failure, most games default to "then the GM decides". Whether this is good or not is the question, and of course it's subjective. Earlier in the thread, the topic of social encounters came up, and many advocated that no mechanics were needed for these; the players should simply say what their characters say or do (or paraphrase, at least) to convince the target of their way of thinking. Here, the Success or Failure of this task is entirely in the hands of the GM. </p><p></p><p>Some folks may be fine with that. Others may not. Still others may be fine with it sometimes or in some games. But I think that in most instances, there's a pretty big difference between this mode of play and one which the success or failure is up to some kind of roll or check, and the form that the success or failure takes is then up to the GM (and even those may have more constraint from game mechanics).</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7920833, member: 6785785"] I think a big part of this is about the outcome itself. The Pass/Fail state should not be subverted by GM Force. The roll determines success or failure. Sure, the GM then needs to determine the specific results;as you say this is present to varying degree in just about any game....but he doesn't get to decide if you succeed or fail at something (something significant, at least). That's what the dice are for. I think this is where game mechanics can come into it. In the absence of a rule system to determine success or failure, most games default to "then the GM decides". Whether this is good or not is the question, and of course it's subjective. Earlier in the thread, the topic of social encounters came up, and many advocated that no mechanics were needed for these; the players should simply say what their characters say or do (or paraphrase, at least) to convince the target of their way of thinking. Here, the Success or Failure of this task is entirely in the hands of the GM. Some folks may be fine with that. Others may not. Still others may be fine with it sometimes or in some games. But I think that in most instances, there's a pretty big difference between this mode of play and one which the success or failure is up to some kind of roll or check, and the form that the success or failure takes is then up to the GM (and even those may have more constraint from game mechanics). [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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