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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9619288" data-attributes="member: 82106"><p>As I said to [USER=7025508]@Crimson Longinus[/USER] , I think a lot of this definiteness does exist, in something like dungeon play. This is, in fact, the reason for such play! Dave placed the action within an environment where his wargame-style rules worked. One where questions of space, time, and basic dynamics could be answered fairly objectively. Questions could mostly be answered by reference to the map and key, creature stats, etc. Reasonable extrapolation covered some additional areas, and dice plus generally gamist rules and processes covered a lot of the rest.</p><p></p><p>But as soon as you move out into the larger world, these techniques begin to fail, and in pretty easily understood ways that have long since been fully explicated and need not be rehashed. Now, obviously such failures don't preclude play, often quite successful play. They do however lead to the idea that good GMing is some sort of high level skill.</p><p></p><p>To go back to your 5e comment. Sure, it's very cut and dried when you have a complete map and key, Alarm either does or does not preclude approach to the party, but even then I am a bit skeptical. Is the local kobold chief Globkuz the Dim, or Tucker? Doesn't the later just build a big smokey fire and smoke out the PCs? Or maybe there's ventilation, did you map out the vent shafts and describe them? Stuff falls apart really fast as soon as you start to dig a tiny bit beneath the surface!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9619288, member: 82106"] As I said to [USER=7025508]@Crimson Longinus[/USER] , I think a lot of this definiteness does exist, in something like dungeon play. This is, in fact, the reason for such play! Dave placed the action within an environment where his wargame-style rules worked. One where questions of space, time, and basic dynamics could be answered fairly objectively. Questions could mostly be answered by reference to the map and key, creature stats, etc. Reasonable extrapolation covered some additional areas, and dice plus generally gamist rules and processes covered a lot of the rest. But as soon as you move out into the larger world, these techniques begin to fail, and in pretty easily understood ways that have long since been fully explicated and need not be rehashed. Now, obviously such failures don't preclude play, often quite successful play. They do however lead to the idea that good GMing is some sort of high level skill. To go back to your 5e comment. Sure, it's very cut and dried when you have a complete map and key, Alarm either does or does not preclude approach to the party, but even then I am a bit skeptical. Is the local kobold chief Globkuz the Dim, or Tucker? Doesn't the later just build a big smokey fire and smoke out the PCs? Or maybe there's ventilation, did you map out the vent shafts and describe them? Stuff falls apart really fast as soon as you start to dig a tiny bit beneath the surface! [/QUOTE]
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