Crothian
First Post
Felix said:If only because people who have a definition agreed upon have nothing to disagree about?
That might be it, I don't always know the reasons why things work like they do. I just know how they work.

Felix said:If only because people who have a definition agreed upon have nothing to disagree about?
buzz said:The GM is not required to agree to that intent. If he does agree to that intent, and the roll is successful, he can't then go back on his word and subvert that intent. In D&D, the only thing prevent the DM from doing so is his sense of fairness. If he wants your Move Silent roll to mean nothing, it will mean nothing.
buzz said:I was trying to point out that it's a difference, yes. The main difference is that the roll means something, and the GM can't change that.
Sure he can. That's the point I've been trying to make with guards example. The DM can subvert your successful Hide/Move Silently roll by simply saying, "You manage to be whisper quiet and hide in the shadows... but a guard decides to check on the king's fish tank. He walks into the room, sees you, and starts shouting for backup."IcyCool said:Fair enough, but neither can the GM change it in D&D.
buzz said: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.![]()
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.
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.
buzz said:Sure he can. That's the point I've been trying to make with guards example. The DM can subvert your successful Hide/Move Silently roll by simply saying, "You manage to be whisper quiet and hide in the shadows... but a guard decides to check on the king's fish tank. He walks into the room, sees you, and starts shouting for backup."
buzz said:Agh. Sorry to keep going off on this tangent, Croth.
If all that's at stake is, "Do I somersault over my enemy?", then, yes, there's not much difference. Once you're using the full-on combat rules in BW, you are literally resolving whether you hit, whether you disarm, how severe a wound, etc.D'karr said:So for example if I want to try to sommersault over my enemy I have a DC of 25. In other games I might have a percentage chance. In the "agreement" game the DM and I agree that if I make the roll I make the sommersault. Up to this point there is no difference between the three systems. BTW, in D&D this is already covered by the rules.
Well, in D&D, yes. I wouldn't be all that nuts about being forced into a course of action in order to serve the story, but I can't, by the rules, do anything to stop you.D'karr said:What if originally the adventure did not require me to capture the characters but halfway through the adventure I figure that situation X would make more sense if the characters were captured? Am I allowed to change the script to make the adventure make more sense or make it more enjoyable?
If the adventure presupposes that the PCs have been captured, you'd probably be better off simply starting after the fact. "Okay, you're all sitting in a jail cell when..."D'karr said:I imagine that in the "agreement" game I could do something like this also. If it requires the player to agree to it, then either the player trusts me enough that he'll allow himself to be captured or the game has some clause that allows me to "break" the rules. Because in this specific adventure, if the players are not captured there is no adventure. If the game does not allow that then the DM is left to decide how to accomplish that.
I don't consider improvisation and fiat the same thing, though. Take the jumping on a roc example. Even if the DM has to make an ad-hoc ruling because there are no rules for roc-jumping, as long as the player has input, it's not fiat, by my definition.D'karr said:However, even in those games the DM is going to have to improvise.
We'll have to agree to disagree, then.D'karr said:DM Fiat does not pose a greater risk of "enormous game-ruining potential" than using the Mystic-Thurge in a game.
See, that's just it. In the examples I gave, the DM isn't altering the die rolls at all. He can run your Hide and Move Silently checks 100% by the book, and you can succeed at them all day long... but that doesn't stop him from having something happen that makes those successes fruitless.IcyCool said:If the DM decides to screw the player out of that success, he isn't really following the rules of D&D anymore, is he?
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But you seem to be thinking that the GM randomly changing rolls and "screwing" the players is built into D&D, which is false. And then you base arguements off of that. If this is not what you are doing, then I've misunderstood you.
As long as it's not bothering Crothian.IcyCool said:My apologies, if you aren't enjoying debating this topic, I can stop.
buzz said:See, that's just it. In the examples I gave, the DM isn't altering the die rolls at all. He can run your Hide and Move Silently checks 100% by the book, and you can succeed at them all day long... but that doesn't stop him from having something happen that makes those successes fruitless.
Crothian said:That might be it, I don't always know the reasons why things work like they do. I just know how they work.![]()