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General Tabletop Discussion
*TTRPGs General
How commonly is the GM actually the ultimate arbiter?
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<blockquote data-quote="Balesir" data-source="post: 6213983" data-attributes="member: 27160"><p>I'm thinking here not so much of D&D editions but of games like FATE, 13th Age, Sorceror, Fiasco and so on. The players are encouraged, through both character generation routines and the flow of play itself, to define parts of the background. What large organisations and key Powers are plotting around this week's adventure? 13th Age Icon rolls will tell you - and they will be ones the players are interested to interact with.</p><p></p><p>This can go out along a sliding scale to quite radical departures; in Hillfolk and PrimeTime Adventures the players (as opposed to the GM) frame most of the scenes. That is, the "encounters" are set up by the players, not the GM. In Fiasco you don't even <strong><em>have</em></strong> a GM - nor in Universalis.</p><p></p><p>4E D&D makes a very small start along this scale, at most. The monster stat structure and the underpinning structures of the rules in general make DM adjudications on the fly somewhat easier. It's easier to be sure you are being fair and not prejudicing your demands because of your own particular pecadilloes regarding a world model. The Paragon Paths and Epic Destinies selected by the players can be slightly suggestive of the story that needs to be told. All in all, though, it barely moves along the continuum towards player-driven plot as seen in PTA or Hillfolk.</p><p></p><p></p><p>I can certainly understand the desire - for certain game foci - of the GM to retain creative control of the world "outside" the PCs. Some game styles work better that way. Nevertheless, if you are hewing rigidly to one specific style and focus of game I would say "loosen up - you're missing out!"</p><p></p><p>Trying out other styles - or even pursuing the ones you find you like - doesn't mean you have to abandon the one you already love.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6213983, member: 27160"] I'm thinking here not so much of D&D editions but of games like FATE, 13th Age, Sorceror, Fiasco and so on. The players are encouraged, through both character generation routines and the flow of play itself, to define parts of the background. What large organisations and key Powers are plotting around this week's adventure? 13th Age Icon rolls will tell you - and they will be ones the players are interested to interact with. This can go out along a sliding scale to quite radical departures; in Hillfolk and PrimeTime Adventures the players (as opposed to the GM) frame most of the scenes. That is, the "encounters" are set up by the players, not the GM. In Fiasco you don't even [B][I]have[/I][/B] a GM - nor in Universalis. 4E D&D makes a very small start along this scale, at most. The monster stat structure and the underpinning structures of the rules in general make DM adjudications on the fly somewhat easier. It's easier to be sure you are being fair and not prejudicing your demands because of your own particular pecadilloes regarding a world model. The Paragon Paths and Epic Destinies selected by the players can be slightly suggestive of the story that needs to be told. All in all, though, it barely moves along the continuum towards player-driven plot as seen in PTA or Hillfolk. I can certainly understand the desire - for certain game foci - of the GM to retain creative control of the world "outside" the PCs. Some game styles work better that way. Nevertheless, if you are hewing rigidly to one specific style and focus of game I would say "loosen up - you're missing out!" Trying out other styles - or even pursuing the ones you find you like - doesn't mean you have to abandon the one you already love. [/QUOTE]
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How commonly is the GM actually the ultimate arbiter?
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