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GM fiat - an illustration
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<blockquote data-quote="hawkeyefan" data-source="post: 9630320" data-attributes="member: 6785785"><p>So we have...</p><p></p><p>1) Players declare actions (for their characters)</p><p>2) Clues are revealed</p><p>3) Players make deductions based on the clues.</p><p></p><p>... as a rough summary of the process. Step 2 seems incomplete. </p><p></p><p>How is it determined if a clue is revealed? What constitutes a clue? What determines the quality/scope of the clue?</p><p></p><p></p><p></p><p>I think this is how we separate the rules of the game from the experiential quality of play. The fluff of Clue... the mansion and Mr. Body and all the weapons and suspects... may help enhance the feeling of solving a mystery. "Weapon 1" isn't as evocative as "dagger" or "candlestick" and so on. This stuff enhances the feeling or experience of play. </p><p></p><p>But the actual process is we roll dice and when we reach a room we can make a supposition that includes that room, another suspect, and a weapon. If the person we make the supposition to has any of those cards, they show us one of their choosing, and we can cross them off our list. </p><p></p><p>These two things can easily be separated for discussion. </p><p></p><p>With an RPG it's harder to do because the fiction matters quite a bit to play. But it's not impossible. For me, that's been part of the frustration with the discussion... I think it makes sense to make such distinctions to discuss play, and I don't always understand why it's so difficult to do so, or why folks seem reluctant to do so.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9630320, member: 6785785"] So we have... 1) Players declare actions (for their characters) 2) Clues are revealed 3) Players make deductions based on the clues. ... as a rough summary of the process. Step 2 seems incomplete. How is it determined if a clue is revealed? What constitutes a clue? What determines the quality/scope of the clue? I think this is how we separate the rules of the game from the experiential quality of play. The fluff of Clue... the mansion and Mr. Body and all the weapons and suspects... may help enhance the feeling of solving a mystery. "Weapon 1" isn't as evocative as "dagger" or "candlestick" and so on. This stuff enhances the feeling or experience of play. But the actual process is we roll dice and when we reach a room we can make a supposition that includes that room, another suspect, and a weapon. If the person we make the supposition to has any of those cards, they show us one of their choosing, and we can cross them off our list. These two things can easily be separated for discussion. With an RPG it's harder to do because the fiction matters quite a bit to play. But it's not impossible. For me, that's been part of the frustration with the discussion... I think it makes sense to make such distinctions to discuss play, and I don't always understand why it's so difficult to do so, or why folks seem reluctant to do so. [/QUOTE]
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