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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9611903" data-attributes="member: 82106"><p>Rules for what? How much resources some opponent has? I mean, sure if you run City State of the Invincible Overlord, pretty much every building is keyed in the whole (large) city. You still can't tell who will work for whom, exactly what their goals and resources are, etc. Plus you will have to play in something with this kind of level of prep.</p><p></p><p>Well, that or you have a VERY slow moving kind of plodding game where much of the time the players are simply 'fiddling around' or doing something of little consequence. It would be effectively impossible to sustain a game at any great pace where you had to make up all the financial and social details of the life of tons of NPCs and figure out how the entire world works in detail. </p><p></p><p>I mean, we decide to break into a warehouse in Fong Town. Who does it belong to? What's in there? Can they afford magical protection? Do they have influence with the town government to get the PCs in trouble? I believe you can sometimes construct this amount of detail in a very restricted sense, but that means you better have the PCs on a short leash so they don't go outside that!</p><p></p><p>I ran this kind of campaign, it definitely wasn't sustainable at the pace we moved at! In fact it devolved down into essentially narrativist play after a few months. Not that I'd really heard about those techniques (it was the '90s) but focusing on the plot as being the thing that was the game part of play got pretty interesting. Not that it was easy to do with 2e, but kind of possible.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9611903, member: 82106"] Rules for what? How much resources some opponent has? I mean, sure if you run City State of the Invincible Overlord, pretty much every building is keyed in the whole (large) city. You still can't tell who will work for whom, exactly what their goals and resources are, etc. Plus you will have to play in something with this kind of level of prep. Well, that or you have a VERY slow moving kind of plodding game where much of the time the players are simply 'fiddling around' or doing something of little consequence. It would be effectively impossible to sustain a game at any great pace where you had to make up all the financial and social details of the life of tons of NPCs and figure out how the entire world works in detail. I mean, we decide to break into a warehouse in Fong Town. Who does it belong to? What's in there? Can they afford magical protection? Do they have influence with the town government to get the PCs in trouble? I believe you can sometimes construct this amount of detail in a very restricted sense, but that means you better have the PCs on a short leash so they don't go outside that! I ran this kind of campaign, it definitely wasn't sustainable at the pace we moved at! In fact it devolved down into essentially narrativist play after a few months. Not that I'd really heard about those techniques (it was the '90s) but focusing on the plot as being the thing that was the game part of play got pretty interesting. Not that it was easy to do with 2e, but kind of possible. [/QUOTE]
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