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GM fiat - an illustration
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<blockquote data-quote="hawkeyefan" data-source="post: 9610667" data-attributes="member: 6785785"><p>The argument is not that GM fiat is negative in and of itself. It's about how present it may be in a given rules system to the point where it exists in places where people no longer even see it. </p><p></p><p>The amount of input points for GM fiat in the 5e Alarm spell that was cited are significant enough that the GM can absolutely render the spell ineffective in a number of ways and can do so simply by deciding to do so. </p><p></p><p></p><p></p><p>I think that [USER=42582]@pemerton[/USER] is very aware of that. I think this is just another illustration of legacy elements of D&D that remain even though they no longer really fit the actual processes of play. </p><p></p><p></p><p></p><p>Not really... because as you say, random encounter tables are not a required expectation of play, and most people don't use them in favor of a more freeform style of play. If they were required, the players would understand the odds of triggering a random encounter and so on. If a GM is bound by such rules, they cannot simply bypass the alarm spell because they've decided it will be "challenging" or "fun" for the players. </p><p></p><p>They would be required to roll to see if an encounter happens, then the creature(s) involved in the encounter, their disposition, and their proximity to the area warded by the Alarm spell. If all of those things are simply up to the GM, and the only expectation is that the resultant encounter be "fun", then what does the Alarm spell actually accomplish? </p><p></p><p></p><p></p><p>If I break the rules in basketball, I'm not playing fairly. I may be getting away with traveling, or maybe an unnoticed foul. If I break the rules in Monopoly, I'm not playing fairly. I may be skimming money from the bank or maybe moving an extra space than the dice indicate to avoid paying rent and instead landing on a property that's up for sale. </p><p></p><p>Yes, the rules very much tell us what is fair or not. Looking at sports is a really good indicator of this... times where the application of the rules is a bit unclear, where some amount of human judgment is needed... does the amount of contact in basketball indicate a foul? Is a pitch a ball or strike? These are among the most controversial areas of the game. Where the rules are the fuzziest. </p><p></p><p></p><p></p><p>If it is a problem, it is in the amount of GM fiat that actually exists versus the amount that's perceived.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9610667, member: 6785785"] The argument is not that GM fiat is negative in and of itself. It's about how present it may be in a given rules system to the point where it exists in places where people no longer even see it. The amount of input points for GM fiat in the 5e Alarm spell that was cited are significant enough that the GM can absolutely render the spell ineffective in a number of ways and can do so simply by deciding to do so. I think that [USER=42582]@pemerton[/USER] is very aware of that. I think this is just another illustration of legacy elements of D&D that remain even though they no longer really fit the actual processes of play. Not really... because as you say, random encounter tables are not a required expectation of play, and most people don't use them in favor of a more freeform style of play. If they were required, the players would understand the odds of triggering a random encounter and so on. If a GM is bound by such rules, they cannot simply bypass the alarm spell because they've decided it will be "challenging" or "fun" for the players. They would be required to roll to see if an encounter happens, then the creature(s) involved in the encounter, their disposition, and their proximity to the area warded by the Alarm spell. If all of those things are simply up to the GM, and the only expectation is that the resultant encounter be "fun", then what does the Alarm spell actually accomplish? If I break the rules in basketball, I'm not playing fairly. I may be getting away with traveling, or maybe an unnoticed foul. If I break the rules in Monopoly, I'm not playing fairly. I may be skimming money from the bank or maybe moving an extra space than the dice indicate to avoid paying rent and instead landing on a property that's up for sale. Yes, the rules very much tell us what is fair or not. Looking at sports is a really good indicator of this... times where the application of the rules is a bit unclear, where some amount of human judgment is needed... does the amount of contact in basketball indicate a foul? Is a pitch a ball or strike? These are among the most controversial areas of the game. Where the rules are the fuzziest. If it is a problem, it is in the amount of GM fiat that actually exists versus the amount that's perceived. [/QUOTE]
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