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GM fiat - an illustration
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<blockquote data-quote="zakael19" data-source="post: 9624932" data-attributes="member: 7044099"><p>That's a deeply unfortunate state of events. The clear intent of BITD is that once you have something that sounds like the goal of a score, the GM should be pushing for a Plan and Approach to be declared so you then make that engagement roll and hard frame into things based on it. It <em>is</em> a valid result in the core game to, on a 1-3 result for a risky/desperate action, declare the specific window of opportunity closed (eg: if you're tailing a target through city streets, they might get away) - but not by making you look incompetent. I'm playing with the reframed basic resolution system from Deep Cuts that focuses more on threats and costs vs success entirely, you have actively add "you might fail" as a type of threat in that frame. Which can be very cool! Having players make hard choices between bad stuff or goals is <em>fun.</em></p><p></p><p>What the Gm is supposed to be constrained by include the "Best Practices," along with Goals and Principles. Such things as <strong>Earn the trust of the group </strong>by portraying a fictional world with integrity, but not one that's 'set up' for specific outcomes; <strong>Don't block </strong>by showing the path to their goal, and how they can create opportunities to get what they want; <strong>Be aware of potential vs established fiction </strong>which just says "hey, unless it's been established in the conversation around the table as true, it's not true yet" (on theme of this thread); and of course <strong>playing to find out</strong> about what happens based on the goals declared and questions/complications the world poses.</p><p></p><p>I think the joy of something like BITD for me is that it has that baseline cohesive scaffolding to crystalize your creativity off of (Doskvol with all it's fascinating unanswered questions; the Factions and their nebulous goals), but it's designed from the ground up to minimize GM fiat. Like, when we're starting to narrow down a new score, I'll throw some ideas out there (so you agreed to help the Lost out right? They probably want to handle something like XYZ, what do you think?), and then we work together to narrow down next steps, define out a framework, and roll into play. From there - I just front complications and see what happens.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9624932, member: 7044099"] That's a deeply unfortunate state of events. The clear intent of BITD is that once you have something that sounds like the goal of a score, the GM should be pushing for a Plan and Approach to be declared so you then make that engagement roll and hard frame into things based on it. It [I]is[/I] a valid result in the core game to, on a 1-3 result for a risky/desperate action, declare the specific window of opportunity closed (eg: if you're tailing a target through city streets, they might get away) - but not by making you look incompetent. I'm playing with the reframed basic resolution system from Deep Cuts that focuses more on threats and costs vs success entirely, you have actively add "you might fail" as a type of threat in that frame. Which can be very cool! Having players make hard choices between bad stuff or goals is [I]fun.[/I] What the Gm is supposed to be constrained by include the "Best Practices," along with Goals and Principles. Such things as [B]Earn the trust of the group [/B]by portraying a fictional world with integrity, but not one that's 'set up' for specific outcomes; [B]Don't block [/B]by showing the path to their goal, and how they can create opportunities to get what they want; [B]Be aware of potential vs established fiction [/B]which just says "hey, unless it's been established in the conversation around the table as true, it's not true yet" (on theme of this thread); and of course [B]playing to find out[/B] about what happens based on the goals declared and questions/complications the world poses. I think the joy of something like BITD for me is that it has that baseline cohesive scaffolding to crystalize your creativity off of (Doskvol with all it's fascinating unanswered questions; the Factions and their nebulous goals), but it's designed from the ground up to minimize GM fiat. Like, when we're starting to narrow down a new score, I'll throw some ideas out there (so you agreed to help the Lost out right? They probably want to handle something like XYZ, what do you think?), and then we work together to narrow down next steps, define out a framework, and roll into play. From there - I just front complications and see what happens. [/QUOTE]
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