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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9619636" data-attributes="member: 7025508"><p>Your example here is more like a choice made on spot, specifically designed to nullify the choices of the other person. That's not same that previously established facts. And the example is flawed anyway, the situation is not analogous. Washing dishes presumably is something neither wants to do. When GM is deciding whether something is possible or not, it is not like that. It is very different sort of decision altogether. Furthermore, when it comes to randomisation in RPGs, it often is the GM who decides the possible outcomes and odds anyway, so any disclaiming is partial at best.</p><p></p><p></p><p>Mate. A room with single entrance is the expected use case of the spell. Anything other than that is already an unlikely edge case.</p><p></p><p></p><p></p><p>I am not talking about any concrete maps here, but sure, close enough.</p><p></p><p></p><p>Well, couple of rather notable differences are that in the first case the GM is bizarrely railroading the PCs super hard, whereas I did not imagine such happening, rather the PCs were more or less free to examine whatever they want. Secondly, the trap seems to be deadly, so information for avoiding it seems rather crucial. I don't think is really the case with the assassin, as it is unlikely that mere surprise would be the deciding factor between victory and death, even if it pushed the odds somewhat towards the latter.</p><p></p><p></p><p></p><p>Of course the players need to learn about that stuff, but in game where things like this matter, they're constantly trying to and take steps to do so. And yeah, secrets that are too difficult to learn are not fun, and the GM should set things up so that the knowledge is reasonably obtainable (so not like in your dungeon trap example. ) And if I were to put some such super assassin sect in my game I would be likely to foreshadow them somehow before the PCs encounter them in combat. Bigger the danger more obvious the foreshadowing should be is a good old adage. But if you know <em>what </em>you're foreshadowing, then it is hella lot easier to do, so this benefits from pre-establishing the facts!</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9619636, member: 7025508"] Your example here is more like a choice made on spot, specifically designed to nullify the choices of the other person. That's not same that previously established facts. And the example is flawed anyway, the situation is not analogous. Washing dishes presumably is something neither wants to do. When GM is deciding whether something is possible or not, it is not like that. It is very different sort of decision altogether. Furthermore, when it comes to randomisation in RPGs, it often is the GM who decides the possible outcomes and odds anyway, so any disclaiming is partial at best. Mate. A room with single entrance is the expected use case of the spell. Anything other than that is already an unlikely edge case. I am not talking about any concrete maps here, but sure, close enough. Well, couple of rather notable differences are that in the first case the GM is bizarrely railroading the PCs super hard, whereas I did not imagine such happening, rather the PCs were more or less free to examine whatever they want. Secondly, the trap seems to be deadly, so information for avoiding it seems rather crucial. I don't think is really the case with the assassin, as it is unlikely that mere surprise would be the deciding factor between victory and death, even if it pushed the odds somewhat towards the latter. Of course the players need to learn about that stuff, but in game where things like this matter, they're constantly trying to and take steps to do so. And yeah, secrets that are too difficult to learn are not fun, and the GM should set things up so that the knowledge is reasonably obtainable (so not like in your dungeon trap example. ) And if I were to put some such super assassin sect in my game I would be likely to foreshadow them somehow before the PCs encounter them in combat. Bigger the danger more obvious the foreshadowing should be is a good old adage. But if you know [I]what [/I]you're foreshadowing, then it is hella lot easier to do, so this benefits from pre-establishing the facts! [/QUOTE]
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