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How much control do DMs need?
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<blockquote data-quote="clearstream" data-source="post: 9007238" data-attributes="member: 71699"><p>Consider the implications of my saying that limiting absolute power's use makes it conditional power.</p><p></p><p>1. To make <em>choices </em>about the use of power means using it in some ways and not some other ways</p><p>2. If there are some ways that absolute power is not used - due to choices about the way that it is used - I call it conditional power</p><p>3. But wouldn't one power absolute power be <em>guaranteed </em>to have, be the power to make <em>choices </em>about its use?</p><p>4. Therefore to count as absolute power it must also be conditional power: an obvious paradox</p><p></p><p>To my mind, one ought to be skeptical of the idea of absolute power altogether, and focus instead on <em>sufficient</em> power which is already conceded to be conditional. One condition is how one chooses to use it.</p><p></p><p>GM-power is of that type: it is sufficient. What counts as sufficient depends on game modes, group preferences, individual interests and skill... all kinds of things. It's a spectrum. I would say some posters here prefer more, some less, some prefer one set of conditions, some another set. So far as I can see, arguments that work with an assumption that GM-power only counts as such if it is absolute won't yield useful understanding.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9007238, member: 71699"] Consider the implications of my saying that limiting absolute power's use makes it conditional power. 1. To make [I]choices [/I]about the use of power means using it in some ways and not some other ways 2. If there are some ways that absolute power is not used - due to choices about the way that it is used - I call it conditional power 3. But wouldn't one power absolute power be [I]guaranteed [/I]to have, be the power to make [I]choices [/I]about its use? 4. Therefore to count as absolute power it must also be conditional power: an obvious paradox To my mind, one ought to be skeptical of the idea of absolute power altogether, and focus instead on [I]sufficient[/I] power which is already conceded to be conditional. One condition is how one chooses to use it. GM-power is of that type: it is sufficient. What counts as sufficient depends on game modes, group preferences, individual interests and skill... all kinds of things. It's a spectrum. I would say some posters here prefer more, some less, some prefer one set of conditions, some another set. So far as I can see, arguments that work with an assumption that GM-power only counts as such if it is absolute won't yield useful understanding. [/QUOTE]
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