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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="pemerton" data-source="post: 7559148" data-attributes="member: 42582"><p>I have bolded the bits which, to me, suggest that the player's success in persuading the giant to return the shard was conditional on the GM's opinion about what makes for good or bad fiction (here expressed in terms of <em>reasonable cause of action for the frost giant</em>).</p><p></p><p>I think that is the sort of thing the OP is trying to avoid when using the phrase "without forcing players to play the "Mother may I" game".</p><p></p><p>One interesting consequence of using action resolution mechanics that go beyond <em>GM decides</em> is that, if the player's attempt succeeds, then someone - often the GM - has to establish a reason why. That can produce richer fiction, eg a reason why this Frost Giant would engage in an act of reciprocity or even generosity.</p><p></p><p>It puzzles me that such an approach should be characterised as involving <em>less roleplaying</em>. I don't see how the player's roleplaying would be reduced in the example if (for instance) a reaction roll or CHA check were made to determine how the giant responded to the character's gesture. And the <em>GM's</em> roleplaying might well be increased, for the reason I gave in the previous paragraph.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7559148, member: 42582"] I have bolded the bits which, to me, suggest that the player's success in persuading the giant to return the shard was conditional on the GM's opinion about what makes for good or bad fiction (here expressed in terms of [I]reasonable cause of action for the frost giant[/I]). I think that is the sort of thing the OP is trying to avoid when using the phrase "without forcing players to play the "Mother may I" game". One interesting consequence of using action resolution mechanics that go beyond [I]GM decides[/I] is that, if the player's attempt succeeds, then someone - often the GM - has to establish a reason why. That can produce richer fiction, eg a reason why this Frost Giant would engage in an act of reciprocity or even generosity. It puzzles me that such an approach should be characterised as involving [I]less roleplaying[/I]. I don't see how the player's roleplaying would be reduced in the example if (for instance) a reaction roll or CHA check were made to determine how the giant responded to the character's gesture. And the [I]GM's[/I] roleplaying might well be increased, for the reason I gave in the previous paragraph. [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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