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General Tabletop Discussion
*TTRPGs General
GMs: Guiding Morals in GMing
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<blockquote data-quote="Yora" data-source="post: 8980675" data-attributes="member: 6670763"><p>It has no consequence on the outcome of the combat. But under our paradigm of running game, it has a severe impact on the relationship between players and GM. Not the single instance, but how it reflects on the entire approach of how the GM deals with encounters. It sets an expectation that the GM will follow the mechanics of the game only as long as it seems convenient (or you might use the term "appropriate"). But this is a purely subjective choice based on the GM's taste. Which means that for players to make the best decisions they can, they have to take the GM's preferences or momentary whim into account. If the GM's approach is adversarial, then this poisons the game for all the players. But even if the GM is benevolent and will make things easy on the PCs when a situation gets dicey, this creates an expectation in the players that they will never have to account for the worst case scenario in their decisions because the GM won't let the worst case happen.</p><p></p><p>It still comes down to a personal preference of GMs what kind of experience they want to provide for their players. Which is what this whole thread is ultimately about.</p></blockquote><p></p>
[QUOTE="Yora, post: 8980675, member: 6670763"] It has no consequence on the outcome of the combat. But under our paradigm of running game, it has a severe impact on the relationship between players and GM. Not the single instance, but how it reflects on the entire approach of how the GM deals with encounters. It sets an expectation that the GM will follow the mechanics of the game only as long as it seems convenient (or you might use the term "appropriate"). But this is a purely subjective choice based on the GM's taste. Which means that for players to make the best decisions they can, they have to take the GM's preferences or momentary whim into account. If the GM's approach is adversarial, then this poisons the game for all the players. But even if the GM is benevolent and will make things easy on the PCs when a situation gets dicey, this creates an expectation in the players that they will never have to account for the worst case scenario in their decisions because the GM won't let the worst case happen. It still comes down to a personal preference of GMs what kind of experience they want to provide for their players. Which is what this whole thread is ultimately about. [/QUOTE]
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