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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9621205"><p>I don't think it is generally undesirable at all. I am the type of person, when I get an RPG, I will play it fully to the premise that the book lays out. I am not averse to running different styles of game like this. And I am usually curious about different games. I don't get as much opportunity as I would like to run and play different things, but then I don't even get much time to run or play D&D, because I have to run and develop my own games. But just as an example about a year ago I spent the summer making a game called Wrath, which was a Vigilante RPG that relied heavily a lot giving players narrative power. I do have to be mindful of my audience and brands though so I wouldn't just throw that into my wuxia line. But I have often considered doing a more cinematic variation of either RBRB or Ogre Gate and am presently working on an adventure that is meant to play like a 2 hour Shaw Brothers movie. And I don't know how I am going to do it yet, but I was trying to encourage my players to be open to alternative approaches to narrative control. I am not sure if we will do it that way or not, and this will probably have several different approaches as we experiment with it, but it is something I am totally open to because I like the idea of a session that plays out over 2 hours with all the satisfaction of a wuxia movie: normally my campaigns are much more long form) </p><p></p><p></p><p></p><p></p><p>Fair enough, but I feel like you are expanding the definition to load your preferences onto the concept <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Again, I don't think we will settle the linguistic part of this discussion. I just felt the need to say I wasn't fully onboard with this definition because I feel like the definition started doing a lot of the argument's work </p><p></p><p></p><p>I get what you are saying. My point is not everyone conceives of this as a narrative. I understand your point, but then you are using that in order to shift to discussing narrative control. It just feels like there is a slight change in meaning that muddies the waters here for me. </p><p></p><p>I am a little confused by the hex crawl example. Being in a hex crawl that is truly free ought to include the possiblity of going to the coast and being a freebooter. If the GM is putting his foot down on something you say your character wants to do, on conceptual grounds like 'but no this is supposed to be a hex crawl!', yes agency has been violated, but its s violated because he is saying your character can't do something your character ought to be able to do (or at least try to do). If on the other hand, you are saying, "I want to skip over all these hexes and just be at the coast already so I can be a freebooter there". I think that is something different. If it was established your character was on point A in the Map and you want to skip a bunch of hexes to get to point B, the GM isn't thwarting your agency by applying the standard hex crawl mechanics. I am not saying this couldn't be a problem for the group. If the GM is making you play a hex crawl and you have no interest in a hex crawl, then yes that is a n issue you two need to figure out somehow. But I wouldn't see that as an agency issue. That is more of a table negotiation issue </p><p></p><p></p><p></p><p>I don't tend to think of bennies themselves as agency but I would have to think more about this one though. I would tend to think of a benny as just a resource. </p><p></p><p></p><p></p><p>I don't know this mechanic well enough to weigh in on it. Not trying to dodge the point, I just don't want to wrestle with a mechanic I have too little understanding of </p><p></p><p></p><p></p><p></p><p>I certainly think there can be railroading issues that emerge in that example. Like I said very early in this thread, someone mentioned doing all these precise things to get around alarm so an Assassin could attack the party and I thought those things were too perfect and would likely feel as though the GM were trying to railroad an encounter.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9621205"] I don't think it is generally undesirable at all. I am the type of person, when I get an RPG, I will play it fully to the premise that the book lays out. I am not averse to running different styles of game like this. And I am usually curious about different games. I don't get as much opportunity as I would like to run and play different things, but then I don't even get much time to run or play D&D, because I have to run and develop my own games. But just as an example about a year ago I spent the summer making a game called Wrath, which was a Vigilante RPG that relied heavily a lot giving players narrative power. I do have to be mindful of my audience and brands though so I wouldn't just throw that into my wuxia line. But I have often considered doing a more cinematic variation of either RBRB or Ogre Gate and am presently working on an adventure that is meant to play like a 2 hour Shaw Brothers movie. And I don't know how I am going to do it yet, but I was trying to encourage my players to be open to alternative approaches to narrative control. I am not sure if we will do it that way or not, and this will probably have several different approaches as we experiment with it, but it is something I am totally open to because I like the idea of a session that plays out over 2 hours with all the satisfaction of a wuxia movie: normally my campaigns are much more long form) Fair enough, but I feel like you are expanding the definition to load your preferences onto the concept :). Again, I don't think we will settle the linguistic part of this discussion. I just felt the need to say I wasn't fully onboard with this definition because I feel like the definition started doing a lot of the argument's work I get what you are saying. My point is not everyone conceives of this as a narrative. I understand your point, but then you are using that in order to shift to discussing narrative control. It just feels like there is a slight change in meaning that muddies the waters here for me. I am a little confused by the hex crawl example. Being in a hex crawl that is truly free ought to include the possiblity of going to the coast and being a freebooter. If the GM is putting his foot down on something you say your character wants to do, on conceptual grounds like 'but no this is supposed to be a hex crawl!', yes agency has been violated, but its s violated because he is saying your character can't do something your character ought to be able to do (or at least try to do). If on the other hand, you are saying, "I want to skip over all these hexes and just be at the coast already so I can be a freebooter there". I think that is something different. If it was established your character was on point A in the Map and you want to skip a bunch of hexes to get to point B, the GM isn't thwarting your agency by applying the standard hex crawl mechanics. I am not saying this couldn't be a problem for the group. If the GM is making you play a hex crawl and you have no interest in a hex crawl, then yes that is a n issue you two need to figure out somehow. But I wouldn't see that as an agency issue. That is more of a table negotiation issue I don't tend to think of bennies themselves as agency but I would have to think more about this one though. I would tend to think of a benny as just a resource. I don't know this mechanic well enough to weigh in on it. Not trying to dodge the point, I just don't want to wrestle with a mechanic I have too little understanding of I certainly think there can be railroading issues that emerge in that example. Like I said very early in this thread, someone mentioned doing all these precise things to get around alarm so an Assassin could attack the party and I thought those things were too perfect and would likely feel as though the GM were trying to railroad an encounter. [/QUOTE]
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