Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 6196743" data-attributes="member: 6696971"><p>In the name of clarity, I'm going to throw out a quick list of things that are NOT examples of GM-force:</p><p></p><p>- GM forbidding a class/race/genre element during the initial foray into character creation/campaign elaboration.</p><p></p><p>- GM opening/framing a scene with a "Bang" that is not discordant with respect to a player's prior choices or PC build/archetype/backstory (the resolution mechanics must be engaged/consulted for that to occur). For instance, a GM can frame a scene whereby "on-screen" the master thief has just successfully pilfered the precious item he/the group were looking to attain but something "off-screen" and unrelated to "master thief-dom" has occurred to complicate matters; eg his horse is being attacked by a rabid, starved pack of hyenas. This is especially proper when the intent of the thief has not been negated (pilfer item and escape with it to locale x) by the framing of the scene (but rather, just complicated) and the resolution mechanics will then be engaged/consulted to determine the outcome. In a system that involves conflict resolution (can thief pilfer item from y and escape with it to locale x) by way of complex, non-combat resolution framework, this is not only not "force", it is mandate for functional play. Conversely, if the GM unilaterally (without consulting the resolution mechanics) frames the scene as "the master thief is a failure at pilfering the object" on-screen, that would be GM-force.</p><p></p><p>- GM saying "yes" and/or allowing players to circumvent mechanical resolution where there is little to nothing at stake, no driving conflict at hand, and the GM wants to push the game toward the conflict; eg "yes, you make it through the gate with little harassment from the watch, and you arrive at (sought location) by sundown...there is fresh blood pooled on the steps...the door is ajar."</p><p></p><p>Those are a few examples.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6196743, member: 6696971"] In the name of clarity, I'm going to throw out a quick list of things that are NOT examples of GM-force: - GM forbidding a class/race/genre element during the initial foray into character creation/campaign elaboration. - GM opening/framing a scene with a "Bang" that is not discordant with respect to a player's prior choices or PC build/archetype/backstory (the resolution mechanics must be engaged/consulted for that to occur). For instance, a GM can frame a scene whereby "on-screen" the master thief has just successfully pilfered the precious item he/the group were looking to attain but something "off-screen" and unrelated to "master thief-dom" has occurred to complicate matters; eg his horse is being attacked by a rabid, starved pack of hyenas. This is especially proper when the intent of the thief has not been negated (pilfer item and escape with it to locale x) by the framing of the scene (but rather, just complicated) and the resolution mechanics will then be engaged/consulted to determine the outcome. In a system that involves conflict resolution (can thief pilfer item from y and escape with it to locale x) by way of complex, non-combat resolution framework, this is not only not "force", it is mandate for functional play. Conversely, if the GM unilaterally (without consulting the resolution mechanics) frames the scene as "the master thief is a failure at pilfering the object" on-screen, that would be GM-force. - GM saying "yes" and/or allowing players to circumvent mechanical resolution where there is little to nothing at stake, no driving conflict at hand, and the GM wants to push the game toward the conflict; eg "yes, you make it through the gate with little harassment from the watch, and you arrive at (sought location) by sundown...there is fresh blood pooled on the steps...the door is ajar." Those are a few examples. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top