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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9625094"><p>I dont't think having a backstory the players don't is obscurantism. At least it seems a little overly lofty a term with a connotation of deception to apply to that. The players know going in there is information their characters don't have</p><p></p><p></p><p></p><p>We've gone back and forth so much on this that we just have to accept we aren't going to agree here. Are they literally combing the streets of Salem Massachusetts for clues? No, but you take more and less objective approaches to modeling that and create scenarios where the players are exploring the setting and discovering things in the streets of Salem Massachusetts. And people use this language, exploration, all the time to talk to describe this type of adventure. And they are in fact discovering things because the GM has created facts that can be uncovered during play </p><p></p><p></p><p></p><p></p><p>I will [USER=13383]@robertsconley[/USER] defend his own game, because I don't want to put words in his mouth, but I don't think either of us would claim that how we run games is fundamentally different in terms of player and GM interaction than standard sessions. Neither of us is trying to reinvent the wheel there. But I think you believe you have greater access to the truth of how this process unfolds than others, at least than us, and you speak with such authority on the matter. But I find your descriptions of the process extremely reductive. I feel these interactions are much more organic and fluid than you observe.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9625094"] I dont't think having a backstory the players don't is obscurantism. At least it seems a little overly lofty a term with a connotation of deception to apply to that. The players know going in there is information their characters don't have We've gone back and forth so much on this that we just have to accept we aren't going to agree here. Are they literally combing the streets of Salem Massachusetts for clues? No, but you take more and less objective approaches to modeling that and create scenarios where the players are exploring the setting and discovering things in the streets of Salem Massachusetts. And people use this language, exploration, all the time to talk to describe this type of adventure. And they are in fact discovering things because the GM has created facts that can be uncovered during play I will [USER=13383]@robertsconley[/USER] defend his own game, because I don't want to put words in his mouth, but I don't think either of us would claim that how we run games is fundamentally different in terms of player and GM interaction than standard sessions. Neither of us is trying to reinvent the wheel there. But I think you believe you have greater access to the truth of how this process unfolds than others, at least than us, and you speak with such authority on the matter. But I find your descriptions of the process extremely reductive. I feel these interactions are much more organic and fluid than you observe. [/QUOTE]
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