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General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7559234" data-attributes="member: 6931283"><p>Players don't declare actions, they declare intent. The GM decides if that intent translates into a corresponding action and what the outcome of that action is. </p><p>So, if there's a lot of noise in the tavern behind that wall, the paladin might not be able to focus on meditation. And if the rogue was to declare that he's going to mediatate and pray for his warhorse, even if he could do so, his prayers would probably not have much of an effect.</p><p></p><p></p><p></p><p></p><p></p><p>I have to disagree. "Good or bad fiction" is a narrativist argument. You're concerned with the <em>entertainment value</em> of the fiction. "Reasonable cause of action" is a simulationist line of reasoning: you're caring less about whether the outcoming fiction maximizes fun or not - you're going with what is the most plausible to you. </p><p></p><p>Instead, the critcism *I* would give voice to here is that the GM has been way too hell bent on the world simulation side and hasn't paid enough to the game side, where it might be desirable to give the PC at least a chance to recover his item. Maybe the PC has a way to demonstrate his might to the FG - or maybe just a way to pretend to have such strength.</p><p></p><p>On the other hand, I cannot entirely blame the GM: giving a prescious magic item to a powerful, evil being is kinda foolish. The player has only himself to blame in the end.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7559234, member: 6931283"] Players don't declare actions, they declare intent. The GM decides if that intent translates into a corresponding action and what the outcome of that action is. So, if there's a lot of noise in the tavern behind that wall, the paladin might not be able to focus on meditation. And if the rogue was to declare that he's going to mediatate and pray for his warhorse, even if he could do so, his prayers would probably not have much of an effect. I have to disagree. "Good or bad fiction" is a narrativist argument. You're concerned with the [I]entertainment value[/I] of the fiction. "Reasonable cause of action" is a simulationist line of reasoning: you're caring less about whether the outcoming fiction maximizes fun or not - you're going with what is the most plausible to you. Instead, the critcism *I* would give voice to here is that the GM has been way too hell bent on the world simulation side and hasn't paid enough to the game side, where it might be desirable to give the PC at least a chance to recover his item. Maybe the PC has a way to demonstrate his might to the FG - or maybe just a way to pretend to have such strength. On the other hand, I cannot entirely blame the GM: giving a prescious magic item to a powerful, evil being is kinda foolish. The player has only himself to blame in the end. [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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