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<blockquote data-quote="The Crimson Binome" data-source="post: 6780007" data-attributes="member: 6775031"><p>An objective reality, in this context, is just one which is defined without input from external sources. It doesn't matter how you look at it, or what you want it to be, because your opinions and preferences aren't going to change anything. It is what it is, and the in-game reality is that every aspect of its existence was defined long before you arrived on the scene. </p><p></p><p>Early RPGs, in the name of fairness, placed a strong emphasis on the GM writing down lots of details about the environment. By saying that it didn't exist if it wasn't written down beforehand, it prevented the GM from cheating (either for or against the players). The most extreme example of this can probably be found in Synnibarr, which features an actual rule allowing any player to challenge the GM about any point, and proving a variation from the notes would cause the entire adventure to be thrown out as invalid.</p><p></p><p>In time, this stance softened somewhat, to allow greater flexibility for things that the GM may have not thought about beforehand. Instead of the pre-game dungeon notes being the final arbiter, the GM was given that power directly, and great effort was made to emphasize fairness so that the players could trust the GM on such matters.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6780007, member: 6775031"] An objective reality, in this context, is just one which is defined without input from external sources. It doesn't matter how you look at it, or what you want it to be, because your opinions and preferences aren't going to change anything. It is what it is, and the in-game reality is that every aspect of its existence was defined long before you arrived on the scene. Early RPGs, in the name of fairness, placed a strong emphasis on the GM writing down lots of details about the environment. By saying that it didn't exist if it wasn't written down beforehand, it prevented the GM from cheating (either for or against the players). The most extreme example of this can probably be found in Synnibarr, which features an actual rule allowing any player to challenge the GM about any point, and proving a variation from the notes would cause the entire adventure to be thrown out as invalid. In time, this stance softened somewhat, to allow greater flexibility for things that the GM may have not thought about beforehand. Instead of the pre-game dungeon notes being the final arbiter, the GM was given that power directly, and great effort was made to emphasize fairness so that the players could trust the GM on such matters. [/QUOTE]
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