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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9623967"><p>The language of calling it objective and real is not meant as an assault on other approaches. The point of taking this approach is you want to have players who really feel like they are solving a real mystery. And you have objective details about that mystery so that they are actually solving something. The downside to this approach is it is rarely or never going to play out like an Agatha Christie Novel or have the emotional impact and drama of using something like Hillfolk (and I am just using that game because it is the one I am most familiar with). I used my own sessions as an example and the reason I was cludging Hillfolk onto RBRB was because I wanted to the session to feel more like the movie Blood Parrot. And it succeeded in giving it that feel. The only downside of the approach was because the mystery was being authored through dialogue there wasn't an objective mystery and the players weren't really solving it (it was more like they were discovering it). But the point of the session was never to have them actually solve the mystery it was to play out an exciting wuxia mystery adventure that felt cinematic </p><p></p><p>Also none of this is to say with some modification, the Hillfolk approach couldn't have preserved an objective mystery that the players discovered. There may have needed to be other ground rules in order to sustain a sense of real investigation while they are also authoring through dialogue. But I had a friend after who was more familiar with the system give me some pointers on how to achieve this. </p><p></p><p>The only real reason why I even raised this point was to talk about information and agency and I was simply trying to make the point that more out of character information doesn't always increase agency because sometimes you need limits on out of character knowledge to make meaningful choices in a mystery. And I used "real mystery" to describe this style of play because the point of it is the players want to be actually solving it (which they can't do if they have omniscient knowledge of the scenario).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9623967"] The language of calling it objective and real is not meant as an assault on other approaches. The point of taking this approach is you want to have players who really feel like they are solving a real mystery. And you have objective details about that mystery so that they are actually solving something. The downside to this approach is it is rarely or never going to play out like an Agatha Christie Novel or have the emotional impact and drama of using something like Hillfolk (and I am just using that game because it is the one I am most familiar with). I used my own sessions as an example and the reason I was cludging Hillfolk onto RBRB was because I wanted to the session to feel more like the movie Blood Parrot. And it succeeded in giving it that feel. The only downside of the approach was because the mystery was being authored through dialogue there wasn't an objective mystery and the players weren't really solving it (it was more like they were discovering it). But the point of the session was never to have them actually solve the mystery it was to play out an exciting wuxia mystery adventure that felt cinematic Also none of this is to say with some modification, the Hillfolk approach couldn't have preserved an objective mystery that the players discovered. There may have needed to be other ground rules in order to sustain a sense of real investigation while they are also authoring through dialogue. But I had a friend after who was more familiar with the system give me some pointers on how to achieve this. The only real reason why I even raised this point was to talk about information and agency and I was simply trying to make the point that more out of character information doesn't always increase agency because sometimes you need limits on out of character knowledge to make meaningful choices in a mystery. And I used "real mystery" to describe this style of play because the point of it is the players want to be actually solving it (which they can't do if they have omniscient knowledge of the scenario). [/QUOTE]
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