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GM fiat - an illustration
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<blockquote data-quote="pemerton" data-source="post: 9617510" data-attributes="member: 42582"><p>Yes.</p><p></p><p>Is this something you've actually resolved in a game?</p><p></p><p>In my experience, it is not easy - do the players, for instance, check whether there are hatches in the roof? A rear entrance from the canal? What if no one mentions the rear entrance when the players are doing their set-up, and then it occurs to the GM that there would be such a thing for the assassin to enter by?</p><p></p><p>This is also an example of what I mean by saying that the resolution method shifts focus away from what is core to the situation (eg Jackson and Bellow and their assassins, as [USER=7044566]@thefutilist[/USER] described them upthread) to matters of architecture, and construction, and transportation (do <em>these</em> warehouses have upper entrances with blocks and tackles, like some 19th century warehouses?).</p><p></p><p>And I can report, from experience, that these are absolutely the sorts of things that I have found comes up in games that use map-and-key style resolution for these sorts of scenarios. The normal method of GM disclaiming of decision-making, in my experience, is to set odds and make rolls. Which, again, is not an example of extrapolating along causal pathways, but rather an alternative to that.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9617510, member: 42582"] Yes. Is this something you've actually resolved in a game? In my experience, it is not easy - do the players, for instance, check whether there are hatches in the roof? A rear entrance from the canal? What if no one mentions the rear entrance when the players are doing their set-up, and then it occurs to the GM that there would be such a thing for the assassin to enter by? This is also an example of what I mean by saying that the resolution method shifts focus away from what is core to the situation (eg Jackson and Bellow and their assassins, as [USER=7044566]@thefutilist[/USER] described them upthread) to matters of architecture, and construction, and transportation (do [I]these[/I] warehouses have upper entrances with blocks and tackles, like some 19th century warehouses?). And I can report, from experience, that these are absolutely the sorts of things that I have found comes up in games that use map-and-key style resolution for these sorts of scenarios. The normal method of GM disclaiming of decision-making, in my experience, is to set odds and make rolls. Which, again, is not an example of extrapolating along causal pathways, but rather an alternative to that. [/QUOTE]
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