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GM fiat - an illustration
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<blockquote data-quote="zakael19" data-source="post: 9640313" data-attributes="member: 7044099"><p>I don't understand this, when you play a FITD game you generally know what you're getting into; and if you dont the player's best practices tell you. You should <em>want </em>to face cool obstacles that make sense in the fiction and push at your character's abilities and priorities! THat's like, the entire point - going into danger and seeing what happens. The game also tells players to advocate for what they want to see in the game, both writ large ("I'd like to see us engage with the tension around labor and strikebreaking") and small ("Im so very looking forward to having demons show up"). Your choice of playbook + abilities are also this.</p><p></p><p></p><p></p><p></p><p>Why bother with any rules then? Why not just roll a d20 and fiat everything?</p><p></p><p>The reason PBTA et al have these awesome rules is to align the overarching play of the game to the designer's artistic vision. Then you can clearly say "this is ag game about doing X" and expect that for 95% of people <em>the game will be about doing X. </em>There's always a small number who will ignore everything and do what they want, but as Baker says - you design for the people under your curve who follow what you write.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9640313, member: 7044099"] I don't understand this, when you play a FITD game you generally know what you're getting into; and if you dont the player's best practices tell you. You should [I]want [/I]to face cool obstacles that make sense in the fiction and push at your character's abilities and priorities! THat's like, the entire point - going into danger and seeing what happens. The game also tells players to advocate for what they want to see in the game, both writ large ("I'd like to see us engage with the tension around labor and strikebreaking") and small ("Im so very looking forward to having demons show up"). Your choice of playbook + abilities are also this. Why bother with any rules then? Why not just roll a d20 and fiat everything? The reason PBTA et al have these awesome rules is to align the overarching play of the game to the designer's artistic vision. Then you can clearly say "this is ag game about doing X" and expect that for 95% of people [I]the game will be about doing X. [/I]There's always a small number who will ignore everything and do what they want, but as Baker says - you design for the people under your curve who follow what you write. [/QUOTE]
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