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GM fiat - an illustration
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<blockquote data-quote="innerdude" data-source="post: 9623881" data-attributes="member: 85870"><p>So going back to the Monte Cook separation of "player agency" vs. "narrative control".</p><p></p><p>I think there is a missing component that lives between the two, which is "player intent".</p><p></p><p>I think this is the primary locus where GM fiat lives. It's entirely possible to have near-limitless player agency (choices of actions to declare) yet none of those choices directly address player intent.</p><p></p><p>Action declaration >> player intent is to achieve x narrative result >> action resolution through rules interface >> control of narrative / modification of narrative positioning allowed or disallowed by rule, collective assent, or GM assent.</p><p></p><p>In a 14-month Savage Worlds campaign as a player, there came a point in time where I no longer felt that my character's main motivations had the ability to be realized within the "trad" framework that the GM was following.</p><p></p><p>This particular character was an escaped slave, and had a deep motivation to address and eliminate the in-fiction slaving culture at its source. </p><p></p><p>Yet no part of the game as it was being run had the ability to address that in-fiction character concern. It would have required preparation, intentionality, and developing a potential <em>narrative framing</em> to address this character intent.</p><p></p><p>Now the obvious retort is, "Why would you expect the GM to place any credence/importance on your character's inner dialogue? That's not what D&D / Savage Worlds / GURPS / Mythras / insert system of your choice is about."</p><p></p><p>But for me this is the missing link between player agency and narrative control. </p><p></p><p>Trad GM-ing is by principle and practice hostile to the allowance of player intent to be a factor in narrative control / narrative framing.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9623881, member: 85870"] So going back to the Monte Cook separation of "player agency" vs. "narrative control". I think there is a missing component that lives between the two, which is "player intent". I think this is the primary locus where GM fiat lives. It's entirely possible to have near-limitless player agency (choices of actions to declare) yet none of those choices directly address player intent. Action declaration >> player intent is to achieve x narrative result >> action resolution through rules interface >> control of narrative / modification of narrative positioning allowed or disallowed by rule, collective assent, or GM assent. In a 14-month Savage Worlds campaign as a player, there came a point in time where I no longer felt that my character's main motivations had the ability to be realized within the "trad" framework that the GM was following. This particular character was an escaped slave, and had a deep motivation to address and eliminate the in-fiction slaving culture at its source. Yet no part of the game as it was being run had the ability to address that in-fiction character concern. It would have required preparation, intentionality, and developing a potential [I]narrative framing[/I] to address this character intent. Now the obvious retort is, "Why would you expect the GM to place any credence/importance on your character's inner dialogue? That's not what D&D / Savage Worlds / GURPS / Mythras / insert system of your choice is about." But for me this is the missing link between player agency and narrative control. Trad GM-ing is by principle and practice hostile to the allowance of player intent to be a factor in narrative control / narrative framing. [/QUOTE]
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