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GM fiat - an illustration
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<blockquote data-quote="pemerton" data-source="post: 9624766" data-attributes="member: 42582"><p>This is obscurantism.</p><p></p><p>The players do not, in any literal sense, <em>explore the setting and discover things</em>.</p><p></p><p>I've watched a video of you and [USER=13383]@robertsconley[/USER] RPGing, that you linked to some while ago. It looked exactly like every other bit of RPGing I've encountered and heard of - the GM said stuff, the players said stuff, the stuff being said was integrated in various ways, follows in various ways, etc.</p><p></p><p>I've just taken a CoC module of my shelf - The Vanishing Conjurer. It is full of descriptions of events and places, like a cross between a Lonely Planet, a newspaper and an encyclopaedia.</p><p></p><p>Here's just a few examples, from pp 6, 8, 18-19:</p><p></p><p style="margin-left: 20px">Horne starts talking in earnest . . . "Philip Leclair has vanished off the face of the Earth!" . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the investigators go to the Chancellor's Theatre and approach Weiss directly, and enquire about Leclair, he will deny ever having met or seen the man. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">As the investigators open the cases . . . materialising in the air, is the apparition of a burning man!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This 'ghost' is Philip Leclair. . . . What actually happened to him is explained here - though the investigators will only discover most of this if Leclair emerges from tonight's performance alive. . . . Leclair was fascinated by the apparatus . . . [and] while he was examining the arch . . . he was overpowered by three cultists . . . [and] was placed within the gate apparatus as an offering . . . He is currently suspended in a state of limbo between two planes of existence.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Leclair's manifestation lasts around thirty seconds, during which time he attempts to warn the investigators and tell them what they must do. . . ". . . open the gate for pity's sake!! . . ."</p><p></p><p>The GM's job is to present this material to the players, when the fictional circumstances make it appropriate to do so. And the players are not reasoning from <em>the tone of Horne's earnest talking</em> (as a police investigator might) or from <em>the smell of the flames of the ghost</em> (as a chemist might); they are reasoning from what the GM says.</p><p></p><p>The players can't "discover* what has happened to Leclair except by declaring actions for their PCs that will then make it appropriate for the GM to tell them that stuff.</p><p></p><p>And as I have posted, repeatedly, working from and extrapolating from notes is not the only way to constrain what is said.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9624766, member: 42582"] This is obscurantism. The players do not, in any literal sense, [I]explore the setting and discover things[/I]. I've watched a video of you and [USER=13383]@robertsconley[/USER] RPGing, that you linked to some while ago. It looked exactly like every other bit of RPGing I've encountered and heard of - the GM said stuff, the players said stuff, the stuff being said was integrated in various ways, follows in various ways, etc. I've just taken a CoC module of my shelf - The Vanishing Conjurer. It is full of descriptions of events and places, like a cross between a Lonely Planet, a newspaper and an encyclopaedia. Here's just a few examples, from pp 6, 8, 18-19: [indent]Horne starts talking in earnest . . . "Philip Leclair has vanished off the face of the Earth!" . . . If the investigators go to the Chancellor's Theatre and approach Weiss directly, and enquire about Leclair, he will deny ever having met or seen the man. . . . As the investigators open the cases . . . materialising in the air, is the apparition of a burning man! This 'ghost' is Philip Leclair. . . . What actually happened to him is explained here - though the investigators will only discover most of this if Leclair emerges from tonight's performance alive. . . . Leclair was fascinated by the apparatus . . . [and] while he was examining the arch . . . he was overpowered by three cultists . . . [and] was placed within the gate apparatus as an offering . . . He is currently suspended in a state of limbo between two planes of existence. Leclair's manifestation lasts around thirty seconds, during which time he attempts to warn the investigators and tell them what they must do. . . ". . . open the gate for pity's sake!! . . ."[/indent] The GM's job is to present this material to the players, when the fictional circumstances make it appropriate to do so. And the players are not reasoning from [I]the tone of Horne's earnest talking[/I] (as a police investigator might) or from [I]the smell of the flames of the ghost[/I] (as a chemist might); they are reasoning from what the GM says. The players can't "discover* what has happened to Leclair except by declaring actions for their PCs that will then make it appropriate for the GM to tell them that stuff. And as I have posted, repeatedly, working from and extrapolating from notes is not the only way to constrain what is said. [/QUOTE]
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