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GM fiat - an illustration
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<blockquote data-quote="hawkeyefan" data-source="post: 9610899" data-attributes="member: 6785785"><p>I would consider video game programming to be the equivalent of rules. That's why ways to bypass that programming are called cheat codes. </p><p></p><p>In an RPG, you very clearly cannot do anything. As a player, what you can do is limited. You can declare actions for your character. That's what players do. Some games go a little farther... but D&D is not really one of those. </p><p></p><p>In the made-up world of the game, the characters can likewise not do anything. They are bound by the rules of the game as well as setting and/or genre logic, and also in many cases, the whim of the DM. </p><p></p><p></p><p></p><p>I mean... casting a spell is literally the caster altering the game reality to their whim. That's pretty much the definition. </p><p></p><p>Bypassing the rules of such a spell <em>by whim alone</em> seems like pretty crappy GMing to me. </p><p></p><p></p><p></p><p>All the subsets of games are unique in ways from the others. That doesn't mean they don't have commonalities as well. They're still all games... clearly they have common elements. </p><p></p><p>One of those things is rules that tell us what is allowed, when, and by whom.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9610899, member: 6785785"] I would consider video game programming to be the equivalent of rules. That's why ways to bypass that programming are called cheat codes. In an RPG, you very clearly cannot do anything. As a player, what you can do is limited. You can declare actions for your character. That's what players do. Some games go a little farther... but D&D is not really one of those. In the made-up world of the game, the characters can likewise not do anything. They are bound by the rules of the game as well as setting and/or genre logic, and also in many cases, the whim of the DM. I mean... casting a spell is literally the caster altering the game reality to their whim. That's pretty much the definition. Bypassing the rules of such a spell [I]by whim alone[/I] seems like pretty crappy GMing to me. All the subsets of games are unique in ways from the others. That doesn't mean they don't have commonalities as well. They're still all games... clearly they have common elements. One of those things is rules that tell us what is allowed, when, and by whom. [/QUOTE]
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