The GMisnt playing mother may I, the GM is serving as the mechanic to determine the outcome.
In a thread I started a year or two ago, I described this as play where the player goal is to learn the content of the GM's notes. And people got angry about that description too. My experience is that people who play GM-driven games are very easily upset by attempts to describe the actual processes they use.
g a whole layer of threat and drama to this thread that doesn't make any sense to me.
[MENTION=85555]Bedrockgames[/MENTION], I'm not going to derail this thread any more. I'll respond in a different thread.
Wary? Of what - the indie ninjas suddenly jumping into their basements and starting to GM their games?
Aren't we getting into potato, potahto territory here, by which you're really discussing the same thing but with different built-in preferences?
A brief thought on the mechanical side of things: when back in the day we switched from Warhammer 1e to 2e, some character stats were completely missing in the new edition.
Dexterity, Leadership and Coolness had been canceled, and the areas of play they fostered, all of a sudden became almost an inconvenience for the Gm to rule out every time... in Mother May I territory on the Players side.
Not to mention the nearly impossibility to have a decent Dwarf Pc![]()
I'm wondering if it would be enough to start saying things like, "Okay, here's what your characters know about the situation, and here's three or four things that are relevant to what's going on, and here's 3 or 4 opportunities that are in front of you to affect what happens next."
Is this enough? Is this too inflexible? Do I need to be more open to player input? Genuinely I have no interest in pre-determining an outcome; I want the player's choices to matter to their fullest, but I do want there to be consequences.
I feel like I'm talking in circles now, so I'll hold my peace and wait for you, my esteemed colleagues, to respond.
This is very system dependent. In D&D, it's not generally true for the player of a magic-user or wizard declaring that s/he casts a spell, nor for the player of a fighter declaring that s/he draws his/her sword.to some extent the players always have to ask the DM if something is possible, even if they're doing it via declaration. "DM, is this possible?" is effectively the same "I do the thing, DM tell me how it turns out."
In your eyes, perhaps. To me it says "GM, I'm trying to find out about what goes on in the teahouse, please tell me what I learn".In this particular sect-in-teahouse example, assuming that the system is more like Gygax's AD&D than the other ones I mentioned, whether or not the player's attempt to find sect members in the teahouse succeeds depends primarily on a decision taken unilaterraly by the GM. So the player's action declaration is, essentialy, GM, will you please decide that there are some sect members in the teahouse for me to make contact with/spy on/whatever it is the player hopes his/her PC will do.
No, wary of how and when (and why) some heretofore common terms are being used and-or gently redefined.Wary? Of what - the indie ninjas suddenly jumping into their basements and starting to GM their games?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.