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GM fiat - an illustration
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<blockquote data-quote="hawkeyefan" data-source="post: 9619408" data-attributes="member: 6785785"><p>No, I don't mind the GM making decisions. I don't like when they make all the decisions. Or when the decisions they make can easily override player choice. Like the Alarm spell in the OP. </p><p></p><p></p><p></p><p>Right, but in the case of the Alarm spell in the OP, there's not really a randomizer. There's a bit of player fiat in the form of a spell... but then that can easily be sidestepped by GM fiat. </p><p></p><p>People have definitely said this is fine. You yourself said it's not an issue. Then you also said that the Alarm spell is useless... which seems a bit contradictory to me, so I'm not exactly sure where you stand. </p><p></p><p></p><p></p><p>Yes! And if you started a thread that showed an example of multiple rolls potentially overriding player agency, I'd be a silly goose to argue against that! </p><p></p><p>Do you have such an example? </p><p></p><p></p><p></p><p>Have you asked anyone to post the rules for you? Or to explain them in detail? If you're not sure about the rules, what makes you confident you understand them? </p><p></p><p></p><p></p><p></p><p>It matters quite a bit. You're missing the part where only something already in play would be used. It's an existing element being used to create a complication. Same as it is in what you're describing. </p><p></p><p>The setting details matter for the fiction of the resolution. But whether or not things go well or poorly? Usually some kind of mechanics are engaged. </p><p></p><p>Same as D&D.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9619408, member: 6785785"] No, I don't mind the GM making decisions. I don't like when they make all the decisions. Or when the decisions they make can easily override player choice. Like the Alarm spell in the OP. Right, but in the case of the Alarm spell in the OP, there's not really a randomizer. There's a bit of player fiat in the form of a spell... but then that can easily be sidestepped by GM fiat. People have definitely said this is fine. You yourself said it's not an issue. Then you also said that the Alarm spell is useless... which seems a bit contradictory to me, so I'm not exactly sure where you stand. Yes! And if you started a thread that showed an example of multiple rolls potentially overriding player agency, I'd be a silly goose to argue against that! Do you have such an example? Have you asked anyone to post the rules for you? Or to explain them in detail? If you're not sure about the rules, what makes you confident you understand them? It matters quite a bit. You're missing the part where only something already in play would be used. It's an existing element being used to create a complication. Same as it is in what you're describing. The setting details matter for the fiction of the resolution. But whether or not things go well or poorly? Usually some kind of mechanics are engaged. Same as D&D. [/QUOTE]
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