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GM fiat - an illustration
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<blockquote data-quote="bloodtide" data-source="post: 9614375" data-attributes="member: 6684958"><p>Guess you skipped the paragraph that stated the other side? Comparing the rolling of 'generic NPC' reaction by the rolls and rules vs the DM creating a full non-player character, setting and world within a simulated reality.</p><p></p><p>It does depend on how you define riches. To some it is money and gold, to others it is family and friends. </p><p></p><p>We could compare richness.....</p><p></p><p>The characters are in the woods and stop to take the Camp Action for the night. One character casts Alarm to protect the camp, forcing a modified camp roll and a look to the rules to be told the out come of "an old foe strikes for revenge". So the DM picks an old foe and has them send an assassin. Then a roll vs the Alarm has it go off and the characters wake up and kill the assassin, and find the helpful scroll that explains the 'revenge bounty' on their heads from the old foe. </p><p></p><p>Or....</p><p></p><p>The characters complete an adventure and foil the plans of Lord D'oom. Well, any player paying attention will know Lord D'oom is out for revenge. He has even said such things many times and made countless threats. And if any character would have asked around (doing the real role play acting type playing) they would have discovered Lord D'oom often makes good on his threats and tries to get revenge. And any character wishing to can learn of the Dark Assassins in Lord D'oom home city of Highport, and how they are for hire and how Lord D'oom often hires them. They can even learn about the assassins and the group. </p><p></p><p>So when the character set of into the wild woods, they could full well know that an assassin is on their trail. If they were paying attention and took the appropriate actions. But, it is just ask likely the players and characters are 100% clueless. Though even if they are clueless, the DM still knows all the details.</p><p></p><p>So when the characters stop for the night in a small clearing and cast the alarm spell.......the DM knows the assassin is watching nearby and even sees the casting of the alarm spell. As the spell 'alarm' is the most simplest and pathetic magic to guard a campsite and the spell is a very common spell known to all.....the assassin knows the spell very well. And part of the assassins training is "how to get around the pathetic alarm spell". So the assassin strikes by surprise...</p><p></p><p>.....Unless the good players outsmart the assassin. If they can figure out that he is nearby, or even if they think one might be nearby, they can take smart actions. They might cast more then one alarm spell....or better cast a more rare spell that they know the 'average' assassin would not know the details of or have a magic item made for this. There are a lot of things the characters can do to be ready when the assassin strikes...even find them and strike first, and all the best ones are not in any rules anywhere.</p><p></p><p></p><p>I will just never get why the whole attraction and reason for playing the game is the whole, as you say, "they are constrained by the game's agenda and principles, as well as potentially the players disagreement."</p><p></p><p>And then say "Yet the GM and players are no more constrained overall". Well, except the constraints you mentioned? Right?</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9614375, member: 6684958"] Guess you skipped the paragraph that stated the other side? Comparing the rolling of 'generic NPC' reaction by the rolls and rules vs the DM creating a full non-player character, setting and world within a simulated reality. It does depend on how you define riches. To some it is money and gold, to others it is family and friends. We could compare richness..... The characters are in the woods and stop to take the Camp Action for the night. One character casts Alarm to protect the camp, forcing a modified camp roll and a look to the rules to be told the out come of "an old foe strikes for revenge". So the DM picks an old foe and has them send an assassin. Then a roll vs the Alarm has it go off and the characters wake up and kill the assassin, and find the helpful scroll that explains the 'revenge bounty' on their heads from the old foe. Or.... The characters complete an adventure and foil the plans of Lord D'oom. Well, any player paying attention will know Lord D'oom is out for revenge. He has even said such things many times and made countless threats. And if any character would have asked around (doing the real role play acting type playing) they would have discovered Lord D'oom often makes good on his threats and tries to get revenge. And any character wishing to can learn of the Dark Assassins in Lord D'oom home city of Highport, and how they are for hire and how Lord D'oom often hires them. They can even learn about the assassins and the group. So when the character set of into the wild woods, they could full well know that an assassin is on their trail. If they were paying attention and took the appropriate actions. But, it is just ask likely the players and characters are 100% clueless. Though even if they are clueless, the DM still knows all the details. So when the characters stop for the night in a small clearing and cast the alarm spell.......the DM knows the assassin is watching nearby and even sees the casting of the alarm spell. As the spell 'alarm' is the most simplest and pathetic magic to guard a campsite and the spell is a very common spell known to all.....the assassin knows the spell very well. And part of the assassins training is "how to get around the pathetic alarm spell". So the assassin strikes by surprise... .....Unless the good players outsmart the assassin. If they can figure out that he is nearby, or even if they think one might be nearby, they can take smart actions. They might cast more then one alarm spell....or better cast a more rare spell that they know the 'average' assassin would not know the details of or have a magic item made for this. There are a lot of things the characters can do to be ready when the assassin strikes...even find them and strike first, and all the best ones are not in any rules anywhere. I will just never get why the whole attraction and reason for playing the game is the whole, as you say, "they are constrained by the game's agenda and principles, as well as potentially the players disagreement." And then say "Yet the GM and players are no more constrained overall". Well, except the constraints you mentioned? Right? [/QUOTE]
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