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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9617656" data-attributes="member: 7025508"><p>Not the exact situation, but something very similar several times.</p><p></p><p></p><p></p><p>I don't think the players need to individually check every possible method of entrance. Like they can say they check all entrances to the place and the GM tells them what they are. Also, if the players are proceeding with obvious false assumption, then the GM should tell them so that they can course correct. I don't find this to be hard at all. This to me seems like super basic stuff TBH.</p><p></p><p></p><p></p><p>What is salient to the situation needs not to be just one thing. This is what I meant when said you probably understand "the situation" far more narrowly than I do, and I think [USER=7044566]@thefutilist[/USER] alluded to in their post about different approaches of handling the situation; that in different games different things can be salient. D&D for example is the sort of game where locations, distances and placements of doors tend to matter, so they are part of resolving the situation.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9617656, member: 7025508"] Not the exact situation, but something very similar several times. I don't think the players need to individually check every possible method of entrance. Like they can say they check all entrances to the place and the GM tells them what they are. Also, if the players are proceeding with obvious false assumption, then the GM should tell them so that they can course correct. I don't find this to be hard at all. This to me seems like super basic stuff TBH. What is salient to the situation needs not to be just one thing. This is what I meant when said you probably understand "the situation" far more narrowly than I do, and I think [USER=7044566]@thefutilist[/USER] alluded to in their post about different approaches of handling the situation; that in different games different things can be salient. D&D for example is the sort of game where locations, distances and placements of doors tend to matter, so they are part of resolving the situation. [/QUOTE]
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