D'karr said:
Player: "If I make the roll, I do not get detected by the guards."
DM: "That's not possible, you don't know where the guards are."
Player: "If I make the roll, I detect the guards."
DM: "You can detect the guards, if they are close enough."
Player: "But I want to detect the guards."
DM: "That's not possible, you don't know where the guards are."
Well, I'd agree that the above situation is not going to work in any system, as you're basically describing a GM who has created undetectable uber-guards and is staunchly refusing any intent that changes that fact. FWIW, at least I know he's doing this ahead of time in the conflict/intent method, and can just not roll and try and figure out another way to get what I want. In D&D, the DM doesn't have to tell me any of this up front; I could roll and he can ignore the result and my character is caught. You can hear the train coming down the tracks.
D'karr said:
With unreasonable people it doesn't matter what game it is; it's not going to be fun.
Okay, but again, I think then we're going far beyond the scope of the GM fiat issue. Nobody is arguing that a game can solve a faulty social contract, but I was assuming that we were talking about a functioning group as a basis for assessing GM fiat.
D'karr said:
For D&D DM Fiat is appropriate, in many cases needed. In other games it depends. However, just the fact that the DM has that responsibility does not imply abuse.
Right, and I'm not arguing that. My posts were initially in response to the claim that GM fiat is part-and-parcel of all roleplaying, and I didn't agree, and had examples from existing games to share.
I would argue, though, that the more latitude you give the GM, the more
prone the game is going to be to abuse, even form the well-intentioned. The simple fact that the DMG, DMG2, the latest
Dungeoncraft article from Monte Cook, and a host of DM'ing advice written over the years specifically address the issue of fairness is demonstrative of the enormous game-ruining potential of DM fiat.
Sure, you can say, "Well, don't play with crappy DMs, then." This is easier said than done, as the many tales of cat-piss men you can find on gaming fora will attest to.
Ergo, I, personally, really like how a lot of new RPGs handle things with more checks and balances, as well as explicit procedures for intents and outcomes. I think it minimizes the dependence on the skill level of the GM. To me, that's pretty cool. It's gets the system-handling out of the way so we can focus on the game being played.