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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9624039"><p>They are different because in one you are solving the solution of a mystery and in another you are creating the solution it as it goes. I did describe both how the game works and use the term real to draw a distinction. I am not going to stop using real because I think it is useful. But like I said, the GM preps the mystery details: the who, the what, etc. There is also a lot of other details like NPCs, the actual geography where this is happening, any other relevant background information. The GM needs to think of where clues can likely be found. And this helps produce the scenario that the players explore. And the point is to really solve the mystery the GM has created. Are notes important? Yes. But are many other aspects of play. </p><p></p><p></p><p></p><p>We've been over this and I have explained, even said in my post, it isn't actually manifesting in reality. But they are really solving the mystery. The mystery is a real thing to be solved. And I know you don't like that language but I believe it is important because for 90 percent of gamers they will know what I mean when I say that and it will help them run the game in that way. And they are not just guessing. Like I said the background information and details create a model that can be explored in the way a dungeon can be explored even though it doesn't actually exist and this creates a good emulation of the process of going through a mystery and gathering information until you either put that information together and solve the thing or force the solution out in some other way (this is tabletop RPG after all so we can't rule out the party just going Jack Bauer and extracting information from people by force)</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9624039"] They are different because in one you are solving the solution of a mystery and in another you are creating the solution it as it goes. I did describe both how the game works and use the term real to draw a distinction. I am not going to stop using real because I think it is useful. But like I said, the GM preps the mystery details: the who, the what, etc. There is also a lot of other details like NPCs, the actual geography where this is happening, any other relevant background information. The GM needs to think of where clues can likely be found. And this helps produce the scenario that the players explore. And the point is to really solve the mystery the GM has created. Are notes important? Yes. But are many other aspects of play. We've been over this and I have explained, even said in my post, it isn't actually manifesting in reality. But they are really solving the mystery. The mystery is a real thing to be solved. And I know you don't like that language but I believe it is important because for 90 percent of gamers they will know what I mean when I say that and it will help them run the game in that way. And they are not just guessing. Like I said the background information and details create a model that can be explored in the way a dungeon can be explored even though it doesn't actually exist and this creates a good emulation of the process of going through a mystery and gathering information until you either put that information together and solve the thing or force the solution out in some other way (this is tabletop RPG after all so we can't rule out the party just going Jack Bauer and extracting information from people by force) [/QUOTE]
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