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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9610927" data-attributes="member: 82106"><p>And I think this is all essentially why I would greatly prefer a system like TB2e or Dungeon World to 5e. Lets take DW as an example because it is a bit clearer. There are really no special cases in DW, all play follows one very simple process. This process covers ALL cases, there's no need for anything beyond the rules of DW as it exists. At most you might add additional moves/playbooks, but this is not required in order to adjudicate whatever happens. Why is this? Because DW adjudicates the narrative flow of the game, not the events within the game world. Those are entirely up to the participants to describe, and result in an open-ended narrative produced in a fully reductive fashion. The result is that there's not the type of judgement involved in determining the effectiveness of anyone's actions. I describe doing something which everyone agrees sounds like Defy Danger and we toss the dice to find out what sort of thing gets narrated next. The GM in these games does introduce fiction, and gets to decide the details of consequences (OK, you fell into the pit, do you break your leg, get separated from the rest of the party, get poisoned by a spike, start to drown in the flooded bottom of the pit, these are all GM choices that could be invoked, but they all amount to "you are in worse trouble now"). </p><p></p><p>After decades of dealing with the more trad sort of adjudication that most 5e would represent, I find this narrativist approach personally more enjoyable. Honestly, we become more free to consider both gamist tactics and RP when all these questions of time, space, causality, etc. are basically farmed out to the dice and some principles of play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9610927, member: 82106"] And I think this is all essentially why I would greatly prefer a system like TB2e or Dungeon World to 5e. Lets take DW as an example because it is a bit clearer. There are really no special cases in DW, all play follows one very simple process. This process covers ALL cases, there's no need for anything beyond the rules of DW as it exists. At most you might add additional moves/playbooks, but this is not required in order to adjudicate whatever happens. Why is this? Because DW adjudicates the narrative flow of the game, not the events within the game world. Those are entirely up to the participants to describe, and result in an open-ended narrative produced in a fully reductive fashion. The result is that there's not the type of judgement involved in determining the effectiveness of anyone's actions. I describe doing something which everyone agrees sounds like Defy Danger and we toss the dice to find out what sort of thing gets narrated next. The GM in these games does introduce fiction, and gets to decide the details of consequences (OK, you fell into the pit, do you break your leg, get separated from the rest of the party, get poisoned by a spike, start to drown in the flooded bottom of the pit, these are all GM choices that could be invoked, but they all amount to "you are in worse trouble now"). After decades of dealing with the more trad sort of adjudication that most 5e would represent, I find this narrativist approach personally more enjoyable. Honestly, we become more free to consider both gamist tactics and RP when all these questions of time, space, causality, etc. are basically farmed out to the dice and some principles of play. [/QUOTE]
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