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<blockquote data-quote="pemerton" data-source="post: 6812684" data-attributes="member: 42582"><p>I'm not sure what you mean by saying "the story doesn't care". Stories are abstract objects - they don't have emotional or affective responses.</p><p></p><p>But I care. Secret backstory used as an input into the adjudication of declared actions moves the play dynamic away from what I prefer, from player-driven to GM driven. I'm not 100% sure what you mean by "GM-authored reason for a consequence that the GM authored in the moment", but I think you mean <em>some new piece of fiction introduced to explain and elaborate a failed check</em>. That is very different. The new fiction isn't an <em>input</em> into the adjudication. It is an output of it. The players' control over the fiction wasn't thwarted by something the GM had already (secretly) made up. Rather, the player(s) made a check, and failed, which hence licensed the GM to introduce new fiction giving effect to that failure (eg the absence of the mace from the tower; the dropping of the divining rod down the ravine; the turning of the tribe/cult upon the PC; etc).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6812684, member: 42582"] I'm not sure what you mean by saying "the story doesn't care". Stories are abstract objects - they don't have emotional or affective responses. But I care. Secret backstory used as an input into the adjudication of declared actions moves the play dynamic away from what I prefer, from player-driven to GM driven. I'm not 100% sure what you mean by "GM-authored reason for a consequence that the GM authored in the moment", but I think you mean [I]some new piece of fiction introduced to explain and elaborate a failed check[/I]. That is very different. The new fiction isn't an [I]input[/I] into the adjudication. It is an output of it. The players' control over the fiction wasn't thwarted by something the GM had already (secretly) made up. Rather, the player(s) made a check, and failed, which hence licensed the GM to introduce new fiction giving effect to that failure (eg the absence of the mace from the tower; the dropping of the divining rod down the ravine; the turning of the tribe/cult upon the PC; etc). [/QUOTE]
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