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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9624335"><p>How is there not new and old information here? One situation the information is literally older, it is created before play begins. In the other the information emerges over the course of the session. Those are two very different kinds of information </p><p></p><p></p><p></p><p>I would quibble about the use of fiat because we are talking about background information (this is no more fiat than mapping a dungeon is fiat). But either way, why should that matter? The GM isn't ignoring anything. The players and GM are in sync here, because they have come together to play a scenario where the purpose is to solve an objective mystery (something happened and the players actually have to figure out what it was). If they were coming together with different expectations then maybe things would be different. But why should people playing this kind of mystery shift to an approach where compelling character driven elements take precedence over the details about the mystery teh GM has created before hand. And even if one thinks they should, that doesn't change these are two very different approaches, and in one a mystery is functionally being solved by the players </p><p></p><p></p><p></p><p>No, the GM isn't bound to anything here. But this is the game people have sat down to play. If I was under the impression that the GM was running a mystery where he created the background facts, and that we are supposed to go around investigating to discover what happened. I would be kind of annoyed if I found out he was changing those facts because something we said in play seemed more compelling to him. Now suddenly the world is changing around our characters, and that isn't the kind of scenario I was hoping to play </p><p></p><p></p><p></p><p>Lots of people like this style of play. We wouldn't describe it this way either (heck I wouldn't even call it trad, as I think that is a new term that is bad categorization, but whatever). But this is also not living world play. This is mystery. A mystery could be done in a living world style game. The only real requirement for the kind of mystery I am describing is there be a concrete mystery the players can discover the truth about. But there are a number of play style snd system approaches that could be doing this adventure. Still living world play is fun. But it isn't the only way.</p><p></p><p></p><p></p><p>No, they do it for the fun of its solving the mystery</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9624335"] How is there not new and old information here? One situation the information is literally older, it is created before play begins. In the other the information emerges over the course of the session. Those are two very different kinds of information I would quibble about the use of fiat because we are talking about background information (this is no more fiat than mapping a dungeon is fiat). But either way, why should that matter? The GM isn't ignoring anything. The players and GM are in sync here, because they have come together to play a scenario where the purpose is to solve an objective mystery (something happened and the players actually have to figure out what it was). If they were coming together with different expectations then maybe things would be different. But why should people playing this kind of mystery shift to an approach where compelling character driven elements take precedence over the details about the mystery teh GM has created before hand. And even if one thinks they should, that doesn't change these are two very different approaches, and in one a mystery is functionally being solved by the players No, the GM isn't bound to anything here. But this is the game people have sat down to play. If I was under the impression that the GM was running a mystery where he created the background facts, and that we are supposed to go around investigating to discover what happened. I would be kind of annoyed if I found out he was changing those facts because something we said in play seemed more compelling to him. Now suddenly the world is changing around our characters, and that isn't the kind of scenario I was hoping to play Lots of people like this style of play. We wouldn't describe it this way either (heck I wouldn't even call it trad, as I think that is a new term that is bad categorization, but whatever). But this is also not living world play. This is mystery. A mystery could be done in a living world style game. The only real requirement for the kind of mystery I am describing is there be a concrete mystery the players can discover the truth about. But there are a number of play style snd system approaches that could be doing this adventure. Still living world play is fun. But it isn't the only way. [I][/I] No, they do it for the fun of its solving the mystery [/QUOTE]
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