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GM fiat - an illustration
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<blockquote data-quote="thefutilist" data-source="post: 9619708" data-attributes="member: 7044566"><p>[USER=6696971]@Manbearcat[/USER]</p><p></p><p>I'm taking an extreme position to highlight what's fundamental. Yeah if I was actually doing the set up for RotJ I'd have a clock where the Empire wins but presumably there would be ways to disrupt it or at least change the result of the outcome so the entire rebel fleet wasn't destroyed.</p><p></p><p>You've posted a really good practical retort. Why not just scene frame further because this will be exposition. Well we don't know that because there are situational changes other than the result of the shield being blown. I mean maybe C-3PO takes a stand, refuses to impersonate a god and the Ewoks eat Luke and Han. Leia manages to escape with Wicket. (that obviously sounds comical because RotJ has genre expectations but we're treating it like a serious character driven drama where also being eaten by teddy bears is a thing that can happen).</p><p></p><p>But it's still kind of weird because the players are invested in at least one thing (saving the rebel fleet) that I know the results of and so we're not really enjoying the situation together, which is, seemingly, a direct indictment of my agenda.</p><p></p><p>Anyway it's good because it is so horrible. I contend that GM storytime is only a problem because of the 'way' the GM makes decisions, not the decisions made. That's like my fundament thesis.</p><p></p><p>Yeah yeah you can do all this stuff and blow up the generator and the rebel fleet is still destroyed. Yeah yeah you can set an alarm and because of off screen reasons you wake up dying with an assassin crouching over you.</p><p></p><p>Also I've had something similar to the above happen in play when I was the GM and it absolutely sucked.// Well the gang is going to go into the holding when no one is there and slaughter everyone. It's what 'would' happen.// I apologised after and one player was like 'that did suck' and the other was like 'no that's awesome. it shows there is a solid world.'</p><p></p><p>So yeah it sucks but it gives you a fundamental basis to work from. Given that I have these constraints put in place, what do I need to do when I'm not directly making an ethos based choice?</p><p></p><p>Because if what's fun or good for the players or interesting or fun for me, ever conflicts with an ethos based choice, the ethos based choice wins.</p><p></p><p>(I'm probably doing a great job selling anything other than my style)</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9619708, member: 7044566"] [USER=6696971]@Manbearcat[/USER] I'm taking an extreme position to highlight what's fundamental. Yeah if I was actually doing the set up for RotJ I'd have a clock where the Empire wins but presumably there would be ways to disrupt it or at least change the result of the outcome so the entire rebel fleet wasn't destroyed. You've posted a really good practical retort. Why not just scene frame further because this will be exposition. Well we don't know that because there are situational changes other than the result of the shield being blown. I mean maybe C-3PO takes a stand, refuses to impersonate a god and the Ewoks eat Luke and Han. Leia manages to escape with Wicket. (that obviously sounds comical because RotJ has genre expectations but we're treating it like a serious character driven drama where also being eaten by teddy bears is a thing that can happen). But it's still kind of weird because the players are invested in at least one thing (saving the rebel fleet) that I know the results of and so we're not really enjoying the situation together, which is, seemingly, a direct indictment of my agenda. Anyway it's good because it is so horrible. I contend that GM storytime is only a problem because of the 'way' the GM makes decisions, not the decisions made. That's like my fundament thesis. Yeah yeah you can do all this stuff and blow up the generator and the rebel fleet is still destroyed. Yeah yeah you can set an alarm and because of off screen reasons you wake up dying with an assassin crouching over you. Also I've had something similar to the above happen in play when I was the GM and it absolutely sucked.// Well the gang is going to go into the holding when no one is there and slaughter everyone. It's what 'would' happen.// I apologised after and one player was like 'that did suck' and the other was like 'no that's awesome. it shows there is a solid world.' So yeah it sucks but it gives you a fundamental basis to work from. Given that I have these constraints put in place, what do I need to do when I'm not directly making an ethos based choice? Because if what's fun or good for the players or interesting or fun for me, ever conflicts with an ethos based choice, the ethos based choice wins. (I'm probably doing a great job selling anything other than my style) [/QUOTE]
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