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<blockquote data-quote="pemerton" data-source="post: 6815359" data-attributes="member: 42582"><p>At least in Australian English, the most natural association with "filthy" involves dirt and a lack of cleanliness, rather than habits around defecation.</p><p></p><p>I don't see how, by pointing out that your pre-authorship is not total - that you work out details during play - you think you're showing some sort of disagreement with me.</p><p></p><p>My point is that I worked out the details of the fiction during play. That's what not pre-authoring means!</p><p></p><p>On the issue of information - this is predicated on an assumption that there is otherwise secret backstory (eg the presence of fouled waterholes) which the players get an advantage from knowing. That's not a factor in my game. The point of information is to drive the action in a dramatic and thematic sense - eg by learning that the priest might be a death-cultist, the players (as their PCs) now have a reason to oppose him - not to provide a tactial or logistical advantage.</p><p></p><p>On the issue of "spirit of the game" - have you read the BW books? I can tell you that the sort of narration you suggest would be contrary to the spirit of the game. On a successful check, the player gets what s/he wanted out of the action declaration. The GM isn't free to just add in additional narration. S/he might flesh something out that the player has left underspecified, where the fleshing out adds additional interesting colour or motivation; but s/he couldn't add in an additional complication plus a narration of the PC overcoming that. Any complication must have already been part of the framing of the scene, and hence of the check.</p><p></p><p>EDIT: Something of a meta-comment. From other threads, plus parts of this thread, it's clear that I don't approach GMing and RPGing in the same way that you do. We have different views on the role and importance of alignment, of GM backstory, of GM fudging, etc. So I'm a bit confused as to why you seem to be trying to show that the way I create and manage the shared fiction is no different from how you do it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6815359, member: 42582"] At least in Australian English, the most natural association with "filthy" involves dirt and a lack of cleanliness, rather than habits around defecation. I don't see how, by pointing out that your pre-authorship is not total - that you work out details during play - you think you're showing some sort of disagreement with me. My point is that I worked out the details of the fiction during play. That's what not pre-authoring means! On the issue of information - this is predicated on an assumption that there is otherwise secret backstory (eg the presence of fouled waterholes) which the players get an advantage from knowing. That's not a factor in my game. The point of information is to drive the action in a dramatic and thematic sense - eg by learning that the priest might be a death-cultist, the players (as their PCs) now have a reason to oppose him - not to provide a tactial or logistical advantage. On the issue of "spirit of the game" - have you read the BW books? I can tell you that the sort of narration you suggest would be contrary to the spirit of the game. On a successful check, the player gets what s/he wanted out of the action declaration. The GM isn't free to just add in additional narration. S/he might flesh something out that the player has left underspecified, where the fleshing out adds additional interesting colour or motivation; but s/he couldn't add in an additional complication plus a narration of the PC overcoming that. Any complication must have already been part of the framing of the scene, and hence of the check. EDIT: Something of a meta-comment. From other threads, plus parts of this thread, it's clear that I don't approach GMing and RPGing in the same way that you do. We have different views on the role and importance of alignment, of GM backstory, of GM fudging, etc. So I'm a bit confused as to why you seem to be trying to show that the way I create and manage the shared fiction is no different from how you do it. [/QUOTE]
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