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<blockquote data-quote="Balesir" data-source="post: 6782135" data-attributes="member: 27160"><p>That's an interesting observation and brings to mind a couple of thoughts:</p><p></p><p>1) I note that you talk about the characters being "confronted with an evolving problem", when the times we get "seriously strategising" tends to be more proactive on the characters' part; they are not faced with a problem so much as trying to create opportunities. If there is a problem to focus on, I can see that this might allow a more focussed channel of communication concerning its salient details.</p><p></p><p>2) I wonder whether the styles that players like are affected by their Myers-Briggs type, maybe? Specifically this bit about whether you Judge or Perceive extrovertedly? This is nothing more than speculation, obviously, but it feels as if it might have some bearing - would be interesting to test it empirically. My own tendency is to Perceive Introvertedly and Judge Extrovertedly; this might explain wanting the world model inside my head rather than coming from the GM, but being happy to find out what happens collaboratively. If you were of the opposite tendency, I'm guessing the collaborative establishment of the situational parameters would feel more natural, but the democratisation of the outcome would feel less so, maybe?</p><p></p><p></p><p>"Mouth feel" is a nice way to put it - as an enjoyer of wine I can relate to that! It also relates to taste, which seems appropriate, and I can say that, for me, GM-fed world model seems like a rather crude, un-nuanced sense of taste (and sight, and hearing...)</p><p></p><p></p><p>I agree with you that the character is simply expressing their belief - but that is almost always the way the situation is understood as I have experienced FATE and several other "player story resource" games.</p><p></p><p>A key difference, perhaps, is with what the GM does with these assertions of belief internally.</p><p></p><p>I do find that some players expect me, as GM, to decide if something like the Paladin's assertion here is "true" or not in the game world. From my perspective, this is the very <strong><em>last</em></strong> thing I should do! Ambiguity is a GREAT story tool! That gap between game rules and character assertion of belief gives some lovely scope for joint exploration and conflict - or, to put it another way, immense scope for a good story!</p><p></p><p>Did the Raven Queen really turn the Paladin back? Well, if I have identified the spell correctly, it can last longer than a round, depending on dice rolls. Were the rolls the way they were because of the goddess? Or because of something else? We assume that there was a game-world reason - but having either the rules or the GM stipulate what that reason was immediately would just spoil the fun! We know what the rules say happened - but we don't know the in-game "why?" Maybe we'll find out. Maybe we won't. That sounds pretty verisimilitudinous, to me...</p></blockquote><p></p>
[QUOTE="Balesir, post: 6782135, member: 27160"] That's an interesting observation and brings to mind a couple of thoughts: 1) I note that you talk about the characters being "confronted with an evolving problem", when the times we get "seriously strategising" tends to be more proactive on the characters' part; they are not faced with a problem so much as trying to create opportunities. If there is a problem to focus on, I can see that this might allow a more focussed channel of communication concerning its salient details. 2) I wonder whether the styles that players like are affected by their Myers-Briggs type, maybe? Specifically this bit about whether you Judge or Perceive extrovertedly? This is nothing more than speculation, obviously, but it feels as if it might have some bearing - would be interesting to test it empirically. My own tendency is to Perceive Introvertedly and Judge Extrovertedly; this might explain wanting the world model inside my head rather than coming from the GM, but being happy to find out what happens collaboratively. If you were of the opposite tendency, I'm guessing the collaborative establishment of the situational parameters would feel more natural, but the democratisation of the outcome would feel less so, maybe? "Mouth feel" is a nice way to put it - as an enjoyer of wine I can relate to that! It also relates to taste, which seems appropriate, and I can say that, for me, GM-fed world model seems like a rather crude, un-nuanced sense of taste (and sight, and hearing...) I agree with you that the character is simply expressing their belief - but that is almost always the way the situation is understood as I have experienced FATE and several other "player story resource" games. A key difference, perhaps, is with what the GM does with these assertions of belief internally. I do find that some players expect me, as GM, to decide if something like the Paladin's assertion here is "true" or not in the game world. From my perspective, this is the very [B][I]last[/I][/B] thing I should do! Ambiguity is a GREAT story tool! That gap between game rules and character assertion of belief gives some lovely scope for joint exploration and conflict - or, to put it another way, immense scope for a good story! Did the Raven Queen really turn the Paladin back? Well, if I have identified the spell correctly, it can last longer than a round, depending on dice rolls. Were the rolls the way they were because of the goddess? Or because of something else? We assume that there was a game-world reason - but having either the rules or the GM stipulate what that reason was immediately would just spoil the fun! We know what the rules say happened - but we don't know the in-game "why?" Maybe we'll find out. Maybe we won't. That sounds pretty verisimilitudinous, to me... [/QUOTE]
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