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GM fiat - an illustration
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<blockquote data-quote="pemerton" data-source="post: 9640488" data-attributes="member: 42582"><p>You posted:</p><p>And as I replied, this is not correct. </p><p></p><p>Upthread of your post, I posted the basic rules for rolling for Camp Events, and for embellishment of those results by the GM:</p><p>So, to reiterate: the Camp Event table indicates what event happens. In that basic functional sense, it's no different from any other random event table I've seen for a RPG.</p><p></p><p>Here's an example from actual play, which illustrates both the use of the table, and some GM embellishment:</p><p>As per [USER=6696971]@Manbearcat[/USER]'s post upthread, you can see the players making the rational decision to camp one turn short of the Grind clocking over.</p><p></p><p>You can see the GM (me) making an assessment of the danger level of the camp, which (as I posted upthread) gives a modifier to the Camp Event roll.</p><p></p><p>Also as per [USER=6696971]@Manbearcat[/USER]'s post, you can see the Ranger's class ability at work - +1 to Camp Event rolls in the wilderness.</p><p></p><p>You can see two events rolled and described - <em>wandering monsters</em>, with the subsequent rolls indicating a single Dire Wolf, and <em>lost</em> - and you can see the GM (me) embellishing them, "sorting through the chaos . . . [and] bind[ing] them into the ongoing story": the Dire Wolf is a scout from the Moathouse; the PCs become lost because mist rises in the swamp.</p><p></p><p>Similar to [USER=6696971]@Manbearcat[/USER]'s post, and consistently with <a href="https://www.enworld.org/threads/gm-fiat-an-illustration.712258/post-9639817" target="_blank">the rules that I posted upthread</a>, you can see the players spending their checks to perform actions: three recovery tests, and a Cook test. The latter fails, and the GM (me) decides to go for a twist rather than success with a condition. As per the rules that I posted upthread, from p 96 of the Scholar's Guide, "Said twist could be severe enough to cause camp to break prematurely": in this case, bandits from the Moathouse have found the PCs!</p><p></p><p>(Although the players had used all four of their camp checks, the ending of the camp due to this twist prevents them performing any actions in camp that wouldn't require a check, which would primarily encompass actions performed due to an Instinct.)</p><p></p><p>The players don't need to roll to make camp. As per p 90 of the Scholar's Guide:</p><p></p><p style="margin-left: 20px">Players can enter camp phase at any time, so long as:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">They have at least one check among them.</li> <li data-xf-list-type="ul">The game master decides the characters are not in a conflict or immediate peril.</li> <li data-xf-list-type="ul">They have a place to rest.</li> </ul><p></p><p>This then triggers the "Camp Phase Procedure", set out on the same page (and which I described, in summary form, in reply to you upthread):</p><p></p><p style="margin-left: 20px"><strong>Camp Phase Procedure</strong></p> <p style="margin-left: 20px">The players decide to make camp. They have a relatively safe place to rest and at least one check to spend. If the game master agrees the characters are not in immediate peril, then:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">The game master determines camp type by location.</li> <li data-xf-list-type="ul">The game master selects the appropriate camp danger level.</li> <li data-xf-list-type="ul">The players decide if they will survey the camp site or not.</li> <li data-xf-list-type="ul">The players decide if they will light a fire or keep a dark camp.</li> <li data-xf-list-type="ul">The players decide if they will set watch or not.</li> <li data-xf-list-type="ul">The game master rolls on the appropriate camp events table and applies the result.</li> <li data-xf-list-type="ul">If no disaster occurs, the players strategize and spend checks as appropriate.</li> </ul><p></p><p>In [USER=6696971]@Manbearcat[/USER]'s post, and above in this post, you can see players surveying their camp site, in the former case for shelter and concealment, in the latter case for water.</p><p></p><p>As the procedure indicates and the rules I've already quoted elaborate on, the Camp Event roll is made and the result interpreted and applied by the GM.</p><p></p><p>Not all arrivals at a camp need be unfriendly or threatening. For example, here is the result of 19 on the Wilderness Camp Event Table:</p><p></p><p style="margin-left: 20px"><em>Fellow traveler.</em> Meet a helpful fellow wanderer. Their level is two higher than the highest-level character. If the highest level is 9, then this is a retired adventurer. If treated with hospitality, the wanderer will share wine, information in the form of warnings, advice relevant to the adventurers’ current endeavor or they will leave a gift (roll on Loot Table 3).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Roll 1d6 for class: 1 Ranger; 2 Outcast; 3 Magician; 4 Warrior; 5 Burglar; 6 Theurge.</p><p></p><p>This is the sort of thing that the GM is expected to embellish: the NPC might be someone the PCs have already met, or are hoping to meet (eg Glorfindel's arrival in the Ettenmoors).</p><p></p><p>I was going to post exactly this! Protected by their Otherworldly ward, the PCs rest better, are more relaxed and so able to look out for good things, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9640488, member: 42582"] You posted: And as I replied, this is not correct. Upthread of your post, I posted the basic rules for rolling for Camp Events, and for embellishment of those results by the GM: So, to reiterate: the Camp Event table indicates what event happens. In that basic functional sense, it's no different from any other random event table I've seen for a RPG. Here's an example from actual play, which illustrates both the use of the table, and some GM embellishment: As per [USER=6696971]@Manbearcat[/USER]'s post upthread, you can see the players making the rational decision to camp one turn short of the Grind clocking over. You can see the GM (me) making an assessment of the danger level of the camp, which (as I posted upthread) gives a modifier to the Camp Event roll. Also as per [USER=6696971]@Manbearcat[/USER]'s post, you can see the Ranger's class ability at work - +1 to Camp Event rolls in the wilderness. You can see two events rolled and described - [I]wandering monsters[/I], with the subsequent rolls indicating a single Dire Wolf, and [I]lost[/I] - and you can see the GM (me) embellishing them, "sorting through the chaos . . . [and] bind[ing] them into the ongoing story": the Dire Wolf is a scout from the Moathouse; the PCs become lost because mist rises in the swamp. Similar to [USER=6696971]@Manbearcat[/USER]'s post, and consistently with [url=https://www.enworld.org/threads/gm-fiat-an-illustration.712258/post-9639817]the rules that I posted upthread[/url], you can see the players spending their checks to perform actions: three recovery tests, and a Cook test. The latter fails, and the GM (me) decides to go for a twist rather than success with a condition. As per the rules that I posted upthread, from p 96 of the Scholar's Guide, "Said twist could be severe enough to cause camp to break prematurely": in this case, bandits from the Moathouse have found the PCs! (Although the players had used all four of their camp checks, the ending of the camp due to this twist prevents them performing any actions in camp that wouldn't require a check, which would primarily encompass actions performed due to an Instinct.) The players don't need to roll to make camp. As per p 90 of the Scholar's Guide: [indent]Players can enter camp phase at any time, so long as: [LIST] [*]They have at least one check among them. [*]The game master decides the characters are not in a conflict or immediate peril. [*]They have a place to rest. [/LIST] [/indent] This then triggers the "Camp Phase Procedure", set out on the same page (and which I described, in summary form, in reply to you upthread): [indent][B]Camp Phase Procedure[/B] The players decide to make camp. They have a relatively safe place to rest and at least one check to spend. If the game master agrees the characters are not in immediate peril, then: [LIST] [*]The game master determines camp type by location. [*]The game master selects the appropriate camp danger level. [*]The players decide if they will survey the camp site or not. [*]The players decide if they will light a fire or keep a dark camp. [*]The players decide if they will set watch or not. [*]The game master rolls on the appropriate camp events table and applies the result. [*]If no disaster occurs, the players strategize and spend checks as appropriate. [/LIST] [/indent] In [USER=6696971]@Manbearcat[/USER]'s post, and above in this post, you can see players surveying their camp site, in the former case for shelter and concealment, in the latter case for water. As the procedure indicates and the rules I've already quoted elaborate on, the Camp Event roll is made and the result interpreted and applied by the GM. Not all arrivals at a camp need be unfriendly or threatening. For example, here is the result of 19 on the Wilderness Camp Event Table: [indent][I]Fellow traveler.[/I] Meet a helpful fellow wanderer. Their level is two higher than the highest-level character. If the highest level is 9, then this is a retired adventurer. If treated with hospitality, the wanderer will share wine, information in the form of warnings, advice relevant to the adventurers’ current endeavor or they will leave a gift (roll on Loot Table 3). Roll 1d6 for class: 1 Ranger; 2 Outcast; 3 Magician; 4 Warrior; 5 Burglar; 6 Theurge.[/indent] This is the sort of thing that the GM is expected to embellish: the NPC might be someone the PCs have already met, or are hoping to meet (eg Glorfindel's arrival in the Ettenmoors). I was going to post exactly this! Protected by their Otherworldly ward, the PCs rest better, are more relaxed and so able to look out for good things, etc. [/QUOTE]
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