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<blockquote data-quote="Imaro" data-source="post: 6785584" data-attributes="member: 48965"><p>First let me say I'm having a hard time understanding what this is addressing in the post you quoted from me... nowhere in that quoted post do I say anything about a GM narrating consequences that are frustrating and boring... now that said I'll comment on it anyway.</p><p></p><p>Let's try to keep from being disingenuous here... there are a multitude of possibilities between... narrating consequences s/he thinks are fun and interesting (I'm assuming that also successfully engage the players) vs. narrating consequences s/he thinks are frustrating and boring (which I'm assuming do not engage the players.)...</p><p></p><p> From the GM narrating what he/she finds personally fun/interesting (that does not gel with or engage the players) to what the players think is fun and interesting (but is never considered or not deemed so by the GM). In other words, and I think you knew this, my point was that this gives an immense amount of power to the GM in pushing, shaping and creating the direction (not just challenges but the actual direction and shape) that the narrative takes... even when it has little to do with the mechanics the players themselves are engaging with... Loose an item because you failed to climb. Spring a trap because you failed to locate it. I am asking what checks are there to stop this from becoming a railroad and or stepping all over player agency? It's very easy for a GM using this method either consciously or not to push the "story" in the direction and shape they desire. Thus why I can see it being viewed as railroady... even though it doesn't have to be if done well...</p><p></p><p></p><p></p><p>But this isn't what I'm asking for. What if I believed I could grab an outcropping or survive the fall and thus would rather fall then loose my rod? Why do you the GM get to decide that is the consequence when the mechanics I was engaging with are the mechanics for climbing... not for dropping or loosing items...</p></blockquote><p></p>
[QUOTE="Imaro, post: 6785584, member: 48965"] First let me say I'm having a hard time understanding what this is addressing in the post you quoted from me... nowhere in that quoted post do I say anything about a GM narrating consequences that are frustrating and boring... now that said I'll comment on it anyway. Let's try to keep from being disingenuous here... there are a multitude of possibilities between... narrating consequences s/he thinks are fun and interesting (I'm assuming that also successfully engage the players) vs. narrating consequences s/he thinks are frustrating and boring (which I'm assuming do not engage the players.)... From the GM narrating what he/she finds personally fun/interesting (that does not gel with or engage the players) to what the players think is fun and interesting (but is never considered or not deemed so by the GM). In other words, and I think you knew this, my point was that this gives an immense amount of power to the GM in pushing, shaping and creating the direction (not just challenges but the actual direction and shape) that the narrative takes... even when it has little to do with the mechanics the players themselves are engaging with... Loose an item because you failed to climb. Spring a trap because you failed to locate it. I am asking what checks are there to stop this from becoming a railroad and or stepping all over player agency? It's very easy for a GM using this method either consciously or not to push the "story" in the direction and shape they desire. Thus why I can see it being viewed as railroady... even though it doesn't have to be if done well... But this isn't what I'm asking for. What if I believed I could grab an outcropping or survive the fall and thus would rather fall then loose my rod? Why do you the GM get to decide that is the consequence when the mechanics I was engaging with are the mechanics for climbing... not for dropping or loosing items... [/QUOTE]
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