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GM fiat - an illustration
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<blockquote data-quote="Crimson Longinus" data-source="post: 9640225" data-attributes="member: 7025508"><p>They are not objective in sense a that they produce predictably consistent results. Like here:</p><p></p><p></p><p></p><p>Like does this seem "objective" to you? It is just a GM decision, seems pretty damn fiaty to me.</p><p></p><p></p><p></p><p>Perhaps. But different printed games have different printed principles, some more explicit some less. Are narrativist games generally more open about theirs? Perhaps. As it is not the dominant paradigm, it makes more to be more explicit about it, to avoid people assuming it should be played like more mainstream games.</p><p></p><p>But ultimately what does it matter where the principles come from, as long as they exists? Like sure, it is nice if the book you presumably paid money for tells you how the game in it is supposed to be played, but in absence of that, you can just decide to run a game in certain way if you have sufficient understanding.</p><p></p><p></p><p></p><p>The explicit negotiation was already covered by several people, but you here, and [USER=6785785]@hawkeyefan[/USER] above, reference influencing the GM decision making. In a game like this I need to think "Best not mention traps, or the GM will put one in the game" or alternatively trying to feed the GM the ideas I want to see. This to me is thinking about the GM's state of mind, as you need to if you're trying to influence it (or avoid influencing as it might be.) And this is purely player metagame thinking, as obviously the characters in the game do not think that their external reality is malleable that way! And in more trad game it isn't.</p><p></p><p></p><p></p><p>Why are you playing with a rat bastard GM who tries to kill your character?</p><p></p><p></p><p></p><p>If the game to you is "nebulous nothing" without constant intrusion of rules, that to me suggest that the fiction is poor. What actually is interesting in a roleplaying game are compelling and complex fictional situations where characters with values, goals and established personalities have to make meaningful decisions and experience intense emotions. You don't need rules for any of this. You don't need rules to tell the GM what to say, you don't need rules to tell the player how their character feels. GM crafts interesting situations, the players roleplay their characters. That's it, that is at the core of RPGs, and to me it seems that a lot of people are unable to see this under all the extraneous junk they've piled on top of it.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9640225, member: 7025508"] They are not objective in sense a that they produce predictably consistent results. Like here: Like does this seem "objective" to you? It is just a GM decision, seems pretty damn fiaty to me. Perhaps. But different printed games have different printed principles, some more explicit some less. Are narrativist games generally more open about theirs? Perhaps. As it is not the dominant paradigm, it makes more to be more explicit about it, to avoid people assuming it should be played like more mainstream games. But ultimately what does it matter where the principles come from, as long as they exists? Like sure, it is nice if the book you presumably paid money for tells you how the game in it is supposed to be played, but in absence of that, you can just decide to run a game in certain way if you have sufficient understanding. The explicit negotiation was already covered by several people, but you here, and [USER=6785785]@hawkeyefan[/USER] above, reference influencing the GM decision making. In a game like this I need to think "Best not mention traps, or the GM will put one in the game" or alternatively trying to feed the GM the ideas I want to see. This to me is thinking about the GM's state of mind, as you need to if you're trying to influence it (or avoid influencing as it might be.) And this is purely player metagame thinking, as obviously the characters in the game do not think that their external reality is malleable that way! And in more trad game it isn't. Why are you playing with a rat bastard GM who tries to kill your character? If the game to you is "nebulous nothing" without constant intrusion of rules, that to me suggest that the fiction is poor. What actually is interesting in a roleplaying game are compelling and complex fictional situations where characters with values, goals and established personalities have to make meaningful decisions and experience intense emotions. You don't need rules for any of this. You don't need rules to tell the GM what to say, you don't need rules to tell the player how their character feels. GM crafts interesting situations, the players roleplay their characters. That's it, that is at the core of RPGs, and to me it seems that a lot of people are unable to see this under all the extraneous junk they've piled on top of it. [/QUOTE]
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