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GM fiat - an illustration
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<blockquote data-quote="innerdude" data-source="post: 9647719" data-attributes="member: 85870"><p>This is one of those interesting things that I took from <em>Court of Blades </em>/ <em>Ironsworn</em> and applied it to my more "trad" running <em>Edge of the Empire </em>Star Wars campaign, which is to be more explicit about "position / effect vs. intent" with the players. </p><p></p><p>This goes in hand with a major part of the "essence" behind objections to the OP, that in many cases the application of "fiat" by the GM ultimately leads <em>to the exact same outcome as the non-fiat-driven</em> <em>decision space. </em>The difference is from the player's side, the reasoning behind the ruling is made explicit --- player and GM have negotiated the intent, position, and effect from the get go -- there's no question just "how much success" the player is capable of on a given throw of the dice. Once the dice hit the table, the group then understands the "what" behind the level of success. </p><p></p><p>The "why" can then be retrofitted to suit circumstance. ( <<<< I also get why this is controversial to "sim" / "living world" proponents.)</p></blockquote><p></p>
[QUOTE="innerdude, post: 9647719, member: 85870"] This is one of those interesting things that I took from [I]Court of Blades [/I]/ [I]Ironsworn[/I] and applied it to my more "trad" running [I]Edge of the Empire [/I]Star Wars campaign, which is to be more explicit about "position / effect vs. intent" with the players. This goes in hand with a major part of the "essence" behind objections to the OP, that in many cases the application of "fiat" by the GM ultimately leads [I]to the exact same outcome as the non-fiat-driven[/I] [I]decision space. [/I]The difference is from the player's side, the reasoning behind the ruling is made explicit --- player and GM have negotiated the intent, position, and effect from the get go -- there's no question just "how much success" the player is capable of on a given throw of the dice. Once the dice hit the table, the group then understands the "what" behind the level of success. The "why" can then be retrofitted to suit circumstance. ( <<<< I also get why this is controversial to "sim" / "living world" proponents.) [/QUOTE]
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