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Is DM fiat okay?
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<blockquote data-quote="Mallus" data-source="post: 3138132" data-attributes="member: 3887"><p>Could you give an example? Or point me to one?</p><p></p><p></p><p>See, here's where I prefer a free-form, unformalized style of play. Just talk it out. Character and player become one in the same. Then again, I'm much less interested in the result of social manuevering than I am in the sheer hilarity that often ensues... complete with bad accents and absurd turns of phrase. Call it the Mousetrap Principle; getting there is all the fun. </p><p></p><p>It's not you, it's me... I was far from clear. </p><p></p><p></p><p>Not exactly. I want outcomes in response to my character's actions. And I want the freedom to attempt things that aren't neccessarily described under the given rule system. </p><p></p><p>I'm less concerned with how those outcomes are decided vis a vis a formal system of task resolution. I'm perfectly happy for the DM to 'just decide'.</p><p></p><p></p><p>Dr. Akward was right, some definitions would be helpful...</p><p></p><p>I'm using "DM Fiat" in the most general (and perhaps none to useful) sense as <em>anything</em> that exceeds the scope of, or flat out violates the rules. Everything from non-standard NPC character creation to ruling on non-standard PC actions to "the villian just gets away". </p><p></p><p>Re: you're previous example with the treasure in the chest... I don't really understand why its important <em>how</em> or <em>when</em> the DM decided the gem was or wasn't there. Or if they consciously decided it at all. Just tell me what I find it at we'll take things from there. </p><p>Without resorting to mind-reading or an independent audit, how would a player know if the DM suddenly decided "Hey, its getting late, the gem's in the next chest."</p><p></p><p></p><p>I'm having trouble envisoning play where GM completely disregards player input. </p><p></p><p>Player: "I go north"</p><p>GM: "No, in fact you go south."</p><p></p><p>My character actions matter as long as the GM engages with them. </p><p> </p><p></p><p>Yeah, I'd say it is. But I've already admitted my working definiton of fiat is broad enough to be... err... junk. Perhaps we need something better.</p><p></p><p></p><p>I was thinking (and but not writing) about games where players have more narrative authority. Where the player has a hand in "setting the scene", establishing narrative context outside of their characters, where they get tools to modify the game environment directly.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3138132, member: 3887"] Could you give an example? Or point me to one? See, here's where I prefer a free-form, unformalized style of play. Just talk it out. Character and player become one in the same. Then again, I'm much less interested in the result of social manuevering than I am in the sheer hilarity that often ensues... complete with bad accents and absurd turns of phrase. Call it the Mousetrap Principle; getting there is all the fun. It's not you, it's me... I was far from clear. Not exactly. I want outcomes in response to my character's actions. And I want the freedom to attempt things that aren't neccessarily described under the given rule system. I'm less concerned with how those outcomes are decided vis a vis a formal system of task resolution. I'm perfectly happy for the DM to 'just decide'. Dr. Akward was right, some definitions would be helpful... I'm using "DM Fiat" in the most general (and perhaps none to useful) sense as [i]anything[/i] that exceeds the scope of, or flat out violates the rules. Everything from non-standard NPC character creation to ruling on non-standard PC actions to "the villian just gets away". Re: you're previous example with the treasure in the chest... I don't really understand why its important [i]how[/i] or [i]when[/i] the DM decided the gem was or wasn't there. Or if they consciously decided it at all. Just tell me what I find it at we'll take things from there. Without resorting to mind-reading or an independent audit, how would a player know if the DM suddenly decided "Hey, its getting late, the gem's in the next chest." I'm having trouble envisoning play where GM completely disregards player input. Player: "I go north" GM: "No, in fact you go south." My character actions matter as long as the GM engages with them. Yeah, I'd say it is. But I've already admitted my working definiton of fiat is broad enough to be... err... junk. Perhaps we need something better. I was thinking (and but not writing) about games where players have more narrative authority. Where the player has a hand in "setting the scene", establishing narrative context outside of their characters, where they get tools to modify the game environment directly. [/QUOTE]
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