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GM fiat - an illustration
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<blockquote data-quote="thefutilist" data-source="post: 9636302" data-attributes="member: 7044566"><p>I know you like it but I think Blades is a truly terrible game so I can't refer to it for purpose of illustration.</p><p></p><p>We do have some common ground on the issue that we've discussed before, so I'll break down my thought process.</p><p></p><p>Yeah I think internalizing character goals as your own is a very common occurrence but I think it's 'potentially' fatal to Narrativism. For the reasons we discussed in the social mechanics thread where both us were surprised that people couldn't resolve character interaction by fiat.</p><p></p><p>If the character goals becomes your goal then you're no longer responsive to how the fiction (what the other player is saying) effects your character and their goal. In the 'fatal' case it means your vying with other players over a story outcome and the 'game' is basically cops and robbers with dice to resolve disagreements. The actual participants are in conflict, not just their characters.</p><p></p><p>On the other hand, in play, it feels like I am strongly identified with my characters goals but there are certain break lines where it's time to stop. As soon as it's the other players turn to speak for instance. Which is when me as my character is taking in information that may change how they feel. Or it's just the other players turn to describe an outcome.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9636302, member: 7044566"] I know you like it but I think Blades is a truly terrible game so I can't refer to it for purpose of illustration. We do have some common ground on the issue that we've discussed before, so I'll break down my thought process. Yeah I think internalizing character goals as your own is a very common occurrence but I think it's 'potentially' fatal to Narrativism. For the reasons we discussed in the social mechanics thread where both us were surprised that people couldn't resolve character interaction by fiat. If the character goals becomes your goal then you're no longer responsive to how the fiction (what the other player is saying) effects your character and their goal. In the 'fatal' case it means your vying with other players over a story outcome and the 'game' is basically cops and robbers with dice to resolve disagreements. The actual participants are in conflict, not just their characters. On the other hand, in play, it feels like I am strongly identified with my characters goals but there are certain break lines where it's time to stop. As soon as it's the other players turn to speak for instance. Which is when me as my character is taking in information that may change how they feel. Or it's just the other players turn to describe an outcome. [/QUOTE]
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