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<blockquote data-quote="Janx" data-source="post: 6781892" data-attributes="member: 8835"><p>I think part of the problem I have with this camp is the whole embiggening of the significance of FailForward.</p><p></p><p>It is not "World Editing" or "authorial stance". </p><p></p><p>The player just asked a question. Is there a hat shop?</p><p></p><p>Or the player failed to find the secret door that it turned out to be a chokepoint to the rest of the evening's fun.</p><p></p><p>What the GM decides to do and how they decide it is a mystery to the player. It really just isn't their business if they trust the GM. The player need not know if the paper said there was a hat shop or not. He only knows the GM said "yes."</p><p></p><p>If a player loses their immersion because they asked the freaking question and they have to stop and ponder how the answer was derived, that's for the player's shrink to help them resolve.</p><p></p><p>Let's not make a mountain out of a small resolution tool for GMs to decide things. The player is not stopping the game and reworking the entire dungeon to be to his preference and making the GM run it that way instead.</p></blockquote><p></p>
[QUOTE="Janx, post: 6781892, member: 8835"] I think part of the problem I have with this camp is the whole embiggening of the significance of FailForward. It is not "World Editing" or "authorial stance". The player just asked a question. Is there a hat shop? Or the player failed to find the secret door that it turned out to be a chokepoint to the rest of the evening's fun. What the GM decides to do and how they decide it is a mystery to the player. It really just isn't their business if they trust the GM. The player need not know if the paper said there was a hat shop or not. He only knows the GM said "yes." If a player loses their immersion because they asked the freaking question and they have to stop and ponder how the answer was derived, that's for the player's shrink to help them resolve. Let's not make a mountain out of a small resolution tool for GMs to decide things. The player is not stopping the game and reworking the entire dungeon to be to his preference and making the GM run it that way instead. [/QUOTE]
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