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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9634188" data-attributes="member: 7025508"><p>So that sort of high level myth is not what I am talking about. I mean local details of the situation being predetermined or not. In trad play they are, in narrativism often not. </p><p></p><p></p><p></p><p>Yes. And I think to me immersion is the highest priority in a RPG, so things that harm it need to bring some rather significant benefits in other areas to be worth the cost.</p><p></p><p></p><p></p><p>Yes, I know how it works. And to me that tow axis system seems way more complicated than single axis one. </p><p></p><p></p><p></p><p>You could do that, but those are not recommended difficulties by the game. And personally I only use the six, as I feel I can have a reasonable mental model of what of the six steps corresponds to what sort of fictional situations, but I cannot really do that with a thirty step scale. </p><p></p><p></p><p>That would be a houserule, and were I using such (I am not) I certainly would have informed the players of it.</p><p></p><p></p><p>Given that in trad play we assume causal effects and not introduce new significant fiction as complication, I think the consequences of failure are way more predictable than in Blades, even though there would be some amount of judgement calls. </p><p></p><p></p><p></p><p>Yes. </p><p></p><p></p><p></p><p>No,, this has nothing to do with "flawed experience" if anything, my GM's tendency to not wildly extrapolate via no-myth lessens the issue rather than magnifies it. In Blades with every roll something bad can happen, there is no local myth to limit the GM about what it can be, nor there is no imperative to for the consequence to be causal in the fiction. So basically for every roll there is a significant chance for the GM to get to fiat some new fiction on the spot. How can you not see it, it is basic building block of the game?</p><p></p><p></p><p></p><p>I am not talking about any specific game text. I talk about how people actually play games.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9634188, member: 7025508"] So that sort of high level myth is not what I am talking about. I mean local details of the situation being predetermined or not. In trad play they are, in narrativism often not. Yes. And I think to me immersion is the highest priority in a RPG, so things that harm it need to bring some rather significant benefits in other areas to be worth the cost. Yes, I know how it works. And to me that tow axis system seems way more complicated than single axis one. You could do that, but those are not recommended difficulties by the game. And personally I only use the six, as I feel I can have a reasonable mental model of what of the six steps corresponds to what sort of fictional situations, but I cannot really do that with a thirty step scale. That would be a houserule, and were I using such (I am not) I certainly would have informed the players of it. Given that in trad play we assume causal effects and not introduce new significant fiction as complication, I think the consequences of failure are way more predictable than in Blades, even though there would be some amount of judgement calls. Yes. No,, this has nothing to do with "flawed experience" if anything, my GM's tendency to not wildly extrapolate via no-myth lessens the issue rather than magnifies it. In Blades with every roll something bad can happen, there is no local myth to limit the GM about what it can be, nor there is no imperative to for the consequence to be causal in the fiction. So basically for every roll there is a significant chance for the GM to get to fiat some new fiction on the spot. How can you not see it, it is basic building block of the game? I am not talking about any specific game text. I talk about how people actually play games. [/QUOTE]
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