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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9617422" data-attributes="member: 7025508"><p>Yes, we just probably disagree on what those are. <img class="smilie smilie--emoji" alt="🤣" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" title="Rolling on the floor laughing :rofl:" data-shortname=":rofl:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p></p><p>I guess that is one way to handle it. I don't see how this is significantly different than using persuasion in 5e with the DC based on Bellow's gullibility intersected with the claim's plausibility, perhaps with an advantage if some of the characters can help with some upper class connections.</p><p></p><p></p><p>Is there only one warehouse in this city? Presumably there are several, and PCs choose one that is suitable. Or perhaps they don't, and that's their mistake but an actual choice about the place the characters get to make in game.</p><p></p><p></p><p></p><p>We know they're a diligent and skilled professional. This helps us answer the question.</p><p></p><p></p><p></p><p>I just do not see this as a major issue. A lot of it can be extrapolated from the initial situation and the established setting. And sure, there is not one "objectively" correct answer, but it is good enough. Furthermore, you probably see initial situation in more limited sense than I do. [USER=7044566]@thefutilist[/USER] mentioned people, things and places. Whilst I obviously do not expect prepping the situation entail mapping every building in the city or personality of each valet, I suspect I'd prep quite bit more than you, so when I'm extrapolating, I've got more solid basis. Things like "what sort of attitudes different groups of people in this location have towards each other" and prepping some representative "face" NPCs for different groups even though these would be just side characters and not major players is something I often do. I also have more gneral guidelines regarding the whole setting, and certain principles about the logic by which fictional concepts and rule concepts are associated.</p><p></p><p></p><p></p><p>I see. Mechanics that I would find unhelpful, are ones that require the situation to be fuzzy so that the mechanic can determine it. And that's exactly the sort of mechanics the games you mention seem to have a lot. </p><p></p><p></p><p>In any case, what I found familiar in Futilist's description, was prepping the situation, and sorta nailing down the initial conditions from which we then proceed. Certain things are in certain way. NPCs have set motivations, set capabilities. Then the GM just plays the situation with integrity, the players interact with it, and we see what happens.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9617422, member: 7025508"] Yes, we just probably disagree on what those are. 🤣 I guess that is one way to handle it. I don't see how this is significantly different than using persuasion in 5e with the DC based on Bellow's gullibility intersected with the claim's plausibility, perhaps with an advantage if some of the characters can help with some upper class connections. Is there only one warehouse in this city? Presumably there are several, and PCs choose one that is suitable. Or perhaps they don't, and that's their mistake but an actual choice about the place the characters get to make in game. We know they're a diligent and skilled professional. This helps us answer the question. I just do not see this as a major issue. A lot of it can be extrapolated from the initial situation and the established setting. And sure, there is not one "objectively" correct answer, but it is good enough. Furthermore, you probably see initial situation in more limited sense than I do. [USER=7044566]@thefutilist[/USER] mentioned people, things and places. Whilst I obviously do not expect prepping the situation entail mapping every building in the city or personality of each valet, I suspect I'd prep quite bit more than you, so when I'm extrapolating, I've got more solid basis. Things like "what sort of attitudes different groups of people in this location have towards each other" and prepping some representative "face" NPCs for different groups even though these would be just side characters and not major players is something I often do. I also have more gneral guidelines regarding the whole setting, and certain principles about the logic by which fictional concepts and rule concepts are associated. I see. Mechanics that I would find unhelpful, are ones that require the situation to be fuzzy so that the mechanic can determine it. And that's exactly the sort of mechanics the games you mention seem to have a lot. In any case, what I found familiar in Futilist's description, was prepping the situation, and sorta nailing down the initial conditions from which we then proceed. Certain things are in certain way. NPCs have set motivations, set capabilities. Then the GM just plays the situation with integrity, the players interact with it, and we see what happens. [/QUOTE]
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