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GM fiat - an illustration
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<blockquote data-quote="hawkeyefan" data-source="post: 9619238" data-attributes="member: 6785785"><p>Sure! I’ve said this already. But how much of all that is determined in a way other than GM decides? Perhaps player choices like class and/or background. Perhaps skill choice. Maybe a roll is involved? Yes, that’s great! </p><p></p><p>What does the roll tell us? Who decides that? What’s the DC for the roll? </p><p></p><p>I’m not saying any of this is bad in and of itself. I’m saying that I think a GM should be aware of how much input their decision making has on a given situation, and should work to make sure there’s more at play than just their decision making. </p><p></p><p>If you agree with that… then I’m not sure what you’re arguing. </p><p></p><p></p><p></p><p>That’s because your examples above aren’t accurately comparing what we are talking about. </p><p></p><p>We’re talking a process where the player has the ability to potentially achieve his goal, and has some sense of his chances to do so being compared with a process where someone else just decides the outcome.</p><p></p><p>In your example above, imagine that no matter what box the player picked, the GM just said “that box is empty”. This allows for no player agency. </p><p></p><p></p><p></p><p>What? Why could that not happen? </p><p></p><p></p><p></p><p>Why would the GM not draw on established information? Just because not everything is established prior to play does not mean that some things are not. Nor does it meant that things established once play starts can’t be used. </p><p></p><p>In some games, you simply wouldn’t use some unknown thing in this manner.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9619238, member: 6785785"] Sure! I’ve said this already. But how much of all that is determined in a way other than GM decides? Perhaps player choices like class and/or background. Perhaps skill choice. Maybe a roll is involved? Yes, that’s great! What does the roll tell us? Who decides that? What’s the DC for the roll? I’m not saying any of this is bad in and of itself. I’m saying that I think a GM should be aware of how much input their decision making has on a given situation, and should work to make sure there’s more at play than just their decision making. If you agree with that… then I’m not sure what you’re arguing. That’s because your examples above aren’t accurately comparing what we are talking about. We’re talking a process where the player has the ability to potentially achieve his goal, and has some sense of his chances to do so being compared with a process where someone else just decides the outcome. In your example above, imagine that no matter what box the player picked, the GM just said “that box is empty”. This allows for no player agency. What? Why could that not happen? Why would the GM not draw on established information? Just because not everything is established prior to play does not mean that some things are not. Nor does it meant that things established once play starts can’t be used. In some games, you simply wouldn’t use some unknown thing in this manner. [/QUOTE]
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