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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9617228" data-attributes="member: 7025508"><p>But it is not decided because of the PC capabilities unless such decision is indeed made by an NPC with such knowledge. (And there needs to be reason for them to have such information.) Furthermore, these decisions are of course made far in advance of the spell being cast, so they cannot be a reaction for overcoming it.</p><p></p><p>Furthermore, it is bold of you to assume that the GM is aware of all the capabilities of the PCs. I certainly do not remember everything they can do. In my last session they surprised me with <em>Speak With Dead</em> powder. I didn't remember they had it, even though of course it was me who had put in the loot some sessions ago in the first place.</p><p></p><p></p><p></p><p>So bloody what? You still got ambushed.</p><p></p><p></p><p></p><p>I mean I would certainly freely share such details once the campaign is over if anyone was interested.</p><p></p><p></p><p></p><p>As does Alarm.</p><p></p><p></p><p></p><p>What does it matter? Why you care why it failed, if the reason is "dice roll low"? That is completely useless information, you cannot do anything with it. Whereas if in D&D the spell fails due something diegetic, the characters can in future try to take it into account and come up with a countermeasure for being surprised in the same way again.</p><p></p><p>I like a game where the fiction matters, instead of being just some post hoc fluff for mindless dice rolls.</p><p></p><p></p><p>I mean you're taking away the fiction mattering because you're afraid of the GM screwing you over.</p><p></p><p></p><p></p><p>See my response to [USER=82106]@AbdulAlhazred[/USER].</p><p></p><p></p><p></p><p>GM simply being able to decide anything anytime <em>requires </em>low myth, because otherwise there is myth that limits what and when the GM can decide!</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9617228, member: 7025508"] But it is not decided because of the PC capabilities unless such decision is indeed made by an NPC with such knowledge. (And there needs to be reason for them to have such information.) Furthermore, these decisions are of course made far in advance of the spell being cast, so they cannot be a reaction for overcoming it. Furthermore, it is bold of you to assume that the GM is aware of all the capabilities of the PCs. I certainly do not remember everything they can do. In my last session they surprised me with [I]Speak With Dead[/I] powder. I didn't remember they had it, even though of course it was me who had put in the loot some sessions ago in the first place. So bloody what? You still got ambushed. I mean I would certainly freely share such details once the campaign is over if anyone was interested. As does Alarm. What does it matter? Why you care why it failed, if the reason is "dice roll low"? That is completely useless information, you cannot do anything with it. Whereas if in D&D the spell fails due something diegetic, the characters can in future try to take it into account and come up with a countermeasure for being surprised in the same way again. I like a game where the fiction matters, instead of being just some post hoc fluff for mindless dice rolls. I mean you're taking away the fiction mattering because you're afraid of the GM screwing you over. See my response to [USER=82106]@AbdulAlhazred[/USER]. GM simply being able to decide anything anytime [I]requires [/I]low myth, because otherwise there is myth that limits what and when the GM can decide! [/QUOTE]
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