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GM fiat - an illustration
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<blockquote data-quote="pemerton" data-source="post: 9622958" data-attributes="member: 42582"><p>As someone who has plenty of experience GMing and playing across a variety of RPGs, I think this claim is simply false.</p><p></p><p>If you were a player in my Prince Valiant game, you would not find what you are doing "fundamentally different" from playing in (say) [USER=7025508]@Crimson Longinus[/USER]'s D&D game. In both games, you would declare actions, which would be resolved, with the GM telling you what happens next.</p><p></p><p>You might notice some differences, though, in the ways that the GM decides what to tell you.</p><p></p><p>This putative contrast breaks down as soon as you, as a player, declare of your character who is drinking in a tavern "I throw my mug to the ground!". Now you've made it true that there is a mug on the floor, perhaps broken; that there is drink spilled on the floor; perhaps that some other people - NPCs - are surprised or shocked; etc.</p><p></p><p>The PC is not in a hermetic bubble. The point of declaring actions is to change things in the fiction.</p><p></p><p>This is why, upthread, [USER=6785785]@hawkeyefan[/USER] stated that "narrative control" mechanics (which would presumably include things like the example he posted upthread, of the PC in Spire who can declare their familiarity with a local pub) can be set aside for the purposes of the discussion.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9622958, member: 42582"] As someone who has plenty of experience GMing and playing across a variety of RPGs, I think this claim is simply false. If you were a player in my Prince Valiant game, you would not find what you are doing "fundamentally different" from playing in (say) [USER=7025508]@Crimson Longinus[/USER]'s D&D game. In both games, you would declare actions, which would be resolved, with the GM telling you what happens next. You might notice some differences, though, in the ways that the GM decides what to tell you. This putative contrast breaks down as soon as you, as a player, declare of your character who is drinking in a tavern "I throw my mug to the ground!". Now you've made it true that there is a mug on the floor, perhaps broken; that there is drink spilled on the floor; perhaps that some other people - NPCs - are surprised or shocked; etc. The PC is not in a hermetic bubble. The point of declaring actions is to change things in the fiction. This is why, upthread, [USER=6785785]@hawkeyefan[/USER] stated that "narrative control" mechanics (which would presumably include things like the example he posted upthread, of the PC in Spire who can declare their familiarity with a local pub) can be set aside for the purposes of the discussion. [/QUOTE]
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