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GM's Knowing the Rules
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<blockquote data-quote="uzirath" data-source="post: 7613625" data-attributes="member: 8495"><p>These quotes connect to a strand I've seen here about GM ego and how to handle mistakes. (I may have missed some.) I agree with this. It's been many years since I've played in a game where the GM made all the calls without any input. I didn't enjoy that feel. Indeed, I'm much more likely to be grumpy about GM mistakes when the GMs deify themselves.</p><p></p><p>There is also the element here of etiquette around corrections. When we're in the midst of an action scene, I don't want the GM to stop and look up rules. Nor do I want players (including myself) making pedantic corrections. Just make a plausible call and let's keep the action moving! This can be subtle. If a PC's main ability is being inadvertently nerfed, then it makes sense to have a quick OOC discussion. But I dislike it a lot when the action grinds to a halt for a lawyerly discussion about stacking modifiers, range penalties, whether or not my hobnailed boots would count or not, etc. Bleh. This is particularly true if magic is involved. I often long for the GM to just say, "It's magic already!" and keep it moving. Maybe the enemy wizard has a variant spell that works a little differently. Maybe the mana field is having an off day. Maybe my wizard had a pinky tic while he was casting his spell. I just want to find out what happens and proceed from there. I enjoy hearing about the "correct" ruling later, if the GM looks it up or tracks down a relevant Sage Advice column or GURPS forum post about it, but it doesn't hurt my enjoyment of the game for them to make an incorrect call in the moment and move on.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7613625, member: 8495"] These quotes connect to a strand I've seen here about GM ego and how to handle mistakes. (I may have missed some.) I agree with this. It's been many years since I've played in a game where the GM made all the calls without any input. I didn't enjoy that feel. Indeed, I'm much more likely to be grumpy about GM mistakes when the GMs deify themselves. There is also the element here of etiquette around corrections. When we're in the midst of an action scene, I don't want the GM to stop and look up rules. Nor do I want players (including myself) making pedantic corrections. Just make a plausible call and let's keep the action moving! This can be subtle. If a PC's main ability is being inadvertently nerfed, then it makes sense to have a quick OOC discussion. But I dislike it a lot when the action grinds to a halt for a lawyerly discussion about stacking modifiers, range penalties, whether or not my hobnailed boots would count or not, etc. Bleh. This is particularly true if magic is involved. I often long for the GM to just say, "It's magic already!" and keep it moving. Maybe the enemy wizard has a variant spell that works a little differently. Maybe the mana field is having an off day. Maybe my wizard had a pinky tic while he was casting his spell. I just want to find out what happens and proceed from there. I enjoy hearing about the "correct" ruling later, if the GM looks it up or tracks down a relevant Sage Advice column or GURPS forum post about it, but it doesn't hurt my enjoyment of the game for them to make an incorrect call in the moment and move on. [/QUOTE]
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