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GM fiat - an illustration
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<blockquote data-quote="bloodtide" data-source="post: 9613843" data-attributes="member: 6684958"><p>Your crossing the streams here. You don't have to care about someone to know what is more fun for them. </p><p></p><p>Yes, both of those and more.</p><p></p><p>If that is how you think and feel, it's fine for you.</p><p></p><p>This would be true in many cases. </p><p></p><p>I call this time "most of the time".</p><p></p><p>There is a fun twist here though: I do love random rolls/random tables that Utterly Disrupt the Game. I'd guess you don't. To explain, for example: in a dungeon a typical found treasure chest will contain, 1d6:</p><p></p><p>1.Nothing. Yes, nothing. No reward at all.</p><p>2. Simple common items. "you find four left boots and an empty waterskin "</p><p>3. A trap/monster/harmful encounter</p><p>4. Whatever the 'rules' say should be the standard</p><p>5. Something around a minimum of five times what the rules say should be here</p><p>6. An item of priceless value or power or such</p><p></p><p>Now it is fun for me, and many players, to roll on such a table randomly. There is a fun thrill knowing then might roll a 5 or 6 and get a ton of money or a powerful magic item. For every chest they open. Of course, they might also find nothing or a trap/monster. For every chest.</p><p></p><p>When the PCs randomly find say, The Rod of Dragon Control (from the old D&D movie), it can be fun to watch the game unfold from there.</p><p></p><p></p><p></p><p>Method 2 involves very little creativity. As you know the outcome, all you need do is lazily connect the dots to make it sound good. Really this is a HUGE problem in most fiction. A great writer can make this work...maybe....but everyone else you get an awkward, nonsensical, irrational, mess that "somehow" gets to the end outcome.</p><p></p><p>Method 1 is all the creativity. Sure a bad DM can just "say what happens", but a good or great DM will formulate out the novel. Fully make the characters and setting and story and everything else. And using their vast understanding of human nature, reality, history and common sense make, build and tell a great story. And this is as hard as it sounds.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9613843, member: 6684958"] Your crossing the streams here. You don't have to care about someone to know what is more fun for them. Yes, both of those and more. If that is how you think and feel, it's fine for you. This would be true in many cases. I call this time "most of the time". There is a fun twist here though: I do love random rolls/random tables that Utterly Disrupt the Game. I'd guess you don't. To explain, for example: in a dungeon a typical found treasure chest will contain, 1d6: 1.Nothing. Yes, nothing. No reward at all. 2. Simple common items. "you find four left boots and an empty waterskin " 3. A trap/monster/harmful encounter 4. Whatever the 'rules' say should be the standard 5. Something around a minimum of five times what the rules say should be here 6. An item of priceless value or power or such Now it is fun for me, and many players, to roll on such a table randomly. There is a fun thrill knowing then might roll a 5 or 6 and get a ton of money or a powerful magic item. For every chest they open. Of course, they might also find nothing or a trap/monster. For every chest. When the PCs randomly find say, The Rod of Dragon Control (from the old D&D movie), it can be fun to watch the game unfold from there. Method 2 involves very little creativity. As you know the outcome, all you need do is lazily connect the dots to make it sound good. Really this is a HUGE problem in most fiction. A great writer can make this work...maybe....but everyone else you get an awkward, nonsensical, irrational, mess that "somehow" gets to the end outcome. Method 1 is all the creativity. Sure a bad DM can just "say what happens", but a good or great DM will formulate out the novel. Fully make the characters and setting and story and everything else. And using their vast understanding of human nature, reality, history and common sense make, build and tell a great story. And this is as hard as it sounds. [/QUOTE]
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