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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9617293" data-attributes="member: 7025508"><p>But the GM does not know the future. If they have planned the situation beforehand, they did not know what actions the PCs would take in the situation.</p><p></p><p></p><p></p><p>That certainly is true. What I, and several other people, have been trying to explain are the sort of principles a GM might adopt in D&D to avoid having issues.</p><p></p><p></p><p></p><p>Even if the GM knew this, they do not need to take it into account when planning the situation. I mostly don't. When I plan a situation I do not think, "then they will use ability X to overcome this obstacle and then the monster A will counter their ability Z." </p><p>I design a situation that makes sense for the context. Then the player will do what they will with it, using whatever abilities they see fit.</p><p></p><p></p><p></p><p>What are you doing with this information? Why does this matter so much to you?</p><p></p><p></p><p></p><p>Because if the information is such that the characters do not know it and it might still be relevant (like it might still affect things or they might learn it later) then it is not prudent to share it.</p><p></p><p></p><p></p><p>Again, the end result si still the same: despite the precautions you might get ambushed. It is just that in the fiction firs method of D&D the things leading to it were such that they at least in theory could have been learned, and certainly are such that they can be taken into account in the future. It is meaningful fiction that can be interacted with. "The dice say no" is not that. I want fiction to matter in my RPGs.</p><p></p><p></p><p></p><p>No, in the fiction characters are making decisions. Based on in-character information. That is what role playing is.</p><p></p><p></p><p></p><p>Such informed decisions are pretty meaningless, if they're not connected to the fiction. I do not play RPGs to as a player make decisions about dice gambles, I play them to inhabit a character that makes decisions about the fictional situation they're in.</p><p></p><p></p><p></p><p>You're trying to eliminate important part of the game and replace it with boring dice in fear you might make a mistake. That's pretty sad to me. This is similar attitude I saw in the social mechanics thread, where people wanted to replace players making decisions about the feelings, reactions and choices of their character with rolling dice. Perhaps the ideal game would be one where no one needs to decide everything, and we can just randomise what sort of story we get? Human error finally eliminated, what a triumph!</p><p></p><p></p><p></p><p>In a vacuum probably not, as there are other kinds of limitations in AW on the GM, that do not exist in D&D. </p><p></p><p></p><p></p><p>But that unknown is not decided by the GM at the moment, it is already set in stone, so they cannot use it to railroad. </p><p></p><p></p><p></p><p>Yes and no. I am of course not saying that the myth is the only thing that limits the GM, just that other things being equal, it is far easier to railroad with low myth.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9617293, member: 7025508"] But the GM does not know the future. If they have planned the situation beforehand, they did not know what actions the PCs would take in the situation. That certainly is true. What I, and several other people, have been trying to explain are the sort of principles a GM might adopt in D&D to avoid having issues. Even if the GM knew this, they do not need to take it into account when planning the situation. I mostly don't. When I plan a situation I do not think, "then they will use ability X to overcome this obstacle and then the monster A will counter their ability Z." I design a situation that makes sense for the context. Then the player will do what they will with it, using whatever abilities they see fit. What are you doing with this information? Why does this matter so much to you? Because if the information is such that the characters do not know it and it might still be relevant (like it might still affect things or they might learn it later) then it is not prudent to share it. Again, the end result si still the same: despite the precautions you might get ambushed. It is just that in the fiction firs method of D&D the things leading to it were such that they at least in theory could have been learned, and certainly are such that they can be taken into account in the future. It is meaningful fiction that can be interacted with. "The dice say no" is not that. I want fiction to matter in my RPGs. No, in the fiction characters are making decisions. Based on in-character information. That is what role playing is. Such informed decisions are pretty meaningless, if they're not connected to the fiction. I do not play RPGs to as a player make decisions about dice gambles, I play them to inhabit a character that makes decisions about the fictional situation they're in. You're trying to eliminate important part of the game and replace it with boring dice in fear you might make a mistake. That's pretty sad to me. This is similar attitude I saw in the social mechanics thread, where people wanted to replace players making decisions about the feelings, reactions and choices of their character with rolling dice. Perhaps the ideal game would be one where no one needs to decide everything, and we can just randomise what sort of story we get? Human error finally eliminated, what a triumph! In a vacuum probably not, as there are other kinds of limitations in AW on the GM, that do not exist in D&D. But that unknown is not decided by the GM at the moment, it is already set in stone, so they cannot use it to railroad. Yes and no. I am of course not saying that the myth is the only thing that limits the GM, just that other things being equal, it is far easier to railroad with low myth. [/QUOTE]
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