Do you know how a thought experiment works?Why are we speculating? If you want that, go run that game.
Do you know how a thought experiment works?Why are we speculating? If you want that, go run that game.
Edit: For some reason, the forums are hiding the quote to the post I'm replyign to, making this look like a random reply. The quote is someone replying to me "Do you know how a thought experiment works?"Do you know how a thought experiment works?
What I’m saying is that if a GM is supposed to decide whether something succeeds, fails or is uncertain based on the fictional position then determining something fails because of the fictional position is the rules saying no, not the GM saying no.Yes. It is a GM decision. And in this discussion about this hypothetical playstyle, the whole point is that when the GM gets to decides, they say "Yes." That's the thing we're trying to determine what that looks like in play.
I don't agree with that assessment, but I see how you got there.What I’m saying is that if a GM is supposed to decide whether something succeeds, fails or is uncertain based on the fictional position then determining something fails because of the fictional position is the rules saying no, not the GM saying no.
Edit: For some reason, the forums are hiding the quote to the post I'm replyign to, making this look like a random reply. The quote is someone replying to me "Do you know how a thought experiment works?"
You're not Einstien theory-crafting on general relativity.
A thought experiment is typically used to explore concepts and theories too difficult or costly to actually try out. I don't run a "Thought Experiment" on picking up a pencil from my desk.
It's a forum, so discussing things is clearly in bounds. Asking why not try it out is also clearly in bounds for something so accessible and certinly not justification of such a condesending reply.
Okay. If you don’t want to talk about why you see it differently I get that and will drop it if that’s where you are, but i would like to try and understand why you view this so differently.I don't agree with that assessment, but I see how you got there.
I was acknowledging the validity of your point of view.Okay. If you don’t want to talk about why you see it differently I get that and will drop it if that’s where you are, but i would like to try and understand why you view this so differently.
Again, I am sort of drawing a line (fuzzy at is) between where the player is asking something of the GM, versus something of the rules. "Can I jump this chasm?" is asking something of the rules. 'Can I talk the king into helping us defeat the dragon?" is asking something of the GM -- usually: it is possible that a module demands a specific skill check DC for this, but that's why it is "fuzzy".It seems to hinge on the notion that the rules telling the GM to decide something means the GM can decide anyway he desires. And perhaps some rules might mean exactly that, but I think most rules telling the GM to decide tend to indicate at least implicitly that he take the fictional position into account to make that decision. So a compelling question might be, If a rule does this explicitly do you agree that just saying yes without considering the fictional position wouldn’t be playing by the rules?
I can understand that summary. But, since the GM is generally the arbiter of when to throw the situation into a mechanical resolution, it doesn't seem like a major restriction.
To me, I find it more appealing to reframe the OP as "When does the GM normally say No? If we know why a GM says No, what would happen if the GM stopped doing that for those cases?"
Sorry, I hadn't realised this was a D&D thread.In those situations the rules (that I am assuming, based on 5E) tell the GM that they are allowed to just decide, which means "say yes" in this hypothetical. But there are places where the rules don't just "let" the GM decide. That's the difference I am talking about.
Again, what RPGs are we talking about? There are plenty of RPGs that don't follow the rubric you've stated. Even D&D doesn't really follow it for combat.I can understand that summary. But, since the GM is generally the arbiter of when to throw the situation into a mechanical resolution, it doesn't seem like a major restriction.
This seems to go straight back to the discussion in the "rule zero" thread!To me, I find it more appealing to reframe the OP as "When does the GM normally say No? If we know why a GM says No, what would happen if the GM stopped doing that for those cases?"
Why are we doing a thought experiment, though, instead of talking about the actual play of the actual RPGs that (as best I can work out your proposal) actually work like you're suggesting?Do you know how a thought experiment works?
I would add - a thought experiment, if it's not just to be a work of imaginative fiction, also needs to involve constraints on, and rule-governed, extrapolation.A thought experiment is typically used to explore concepts and theories too difficult or costly to actually try out. I don't run a "Thought Experiment" on picking up a pencil from my desk.