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<blockquote data-quote="The Crimson Binome" data-source="post: 6991548" data-attributes="member: 6775031"><p>The player controls their own character. The GM controls everything else. That's how an RPG of this type is played. The GM controls all of the NPCs, and is also the one who operates the game mechanics, since they're the only one who knows all of the factors involved.</p><p></p><p>The player has no ability to alter the reality of the game world, aside from the capabilities of their character. If the player offers advice to the GM about how to run the game or how to mechanically represent a particular in-game reality, then that exists outside of the game, and what happens within the game is still entirely under the control of the GM in their execution of the rules.</p><p></p><p>If a player did somehow manage to alter the reality of the game world, such as by making suggestions to the GM outside of the game, then it would damage the integrity of the process. The reason why the end narrative matters to the players is because it follows from their in-game choices and the application of the mechanics. Convincing the GM to do things differently, via out-of-game methods, would be like using a cheat code in a video game; it ruins the fun. (At least, it ruins the sort of fun that the game is designed to produce. You might have more fun cheating, if you don't actually enjoy the game as it was designed.)</p><p> </p><p>FATE is not an RPG of the type currently under discussion. FATE has its own arrows, which go left and right and down. It has no bearing on the current topic.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6991548, member: 6775031"] The player controls their own character. The GM controls everything else. That's how an RPG of this type is played. The GM controls all of the NPCs, and is also the one who operates the game mechanics, since they're the only one who knows all of the factors involved. The player has no ability to alter the reality of the game world, aside from the capabilities of their character. If the player offers advice to the GM about how to run the game or how to mechanically represent a particular in-game reality, then that exists outside of the game, and what happens within the game is still entirely under the control of the GM in their execution of the rules. If a player did somehow manage to alter the reality of the game world, such as by making suggestions to the GM outside of the game, then it would damage the integrity of the process. The reason why the end narrative matters to the players is because it follows from their in-game choices and the application of the mechanics. Convincing the GM to do things differently, via out-of-game methods, would be like using a cheat code in a video game; it ruins the fun. (At least, it ruins the sort of fun that the game is designed to produce. You might have more fun cheating, if you don't actually enjoy the game as it was designed.) FATE is not an RPG of the type currently under discussion. FATE has its own arrows, which go left and right and down. It has no bearing on the current topic. [/QUOTE]
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