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Is DM fiat okay?
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<blockquote data-quote="Mallus" data-source="post: 3138798" data-attributes="member: 3887"><p>Excellent? More like 'unfocused and mostly unstated'... but thanks anyway.</p><p></p><p></p><p>Hey, I like that. Would that mean if the outcome was 'We sneak past the guards', that would mean the players snuck past all the guards in a specific scene, and you would move on to the next type of conflict?</p><p></p><p></p><p>I realize that. Its fair to say in the D&D campaign I run there are often several "systems" running side by side. One looks something like the D&D RAW. Another looks like a group of writers for a sketch comedy show working on a skit about swords and sorcery novels that will never air...</p><p></p><p>It's something I like best about RPG's; there usually isn't just a single rule system in effect. Sometimes task resolution involves a die roll, other times some bad acting. Sometimes all it takes is a good idea. </p><p></p><p></p><p>I don't like it either, frankly. But I can see why its done. And how much it bothers me depends on the genre expectations in play. In a supers game, its fine.</p><p></p><p></p><p>Well, yes. That's the standard model. Players control their avatars and the DM/GM controls the enviroment and the supporting cast.</p><p></p><p></p><p>I recognize that there are other possibilities. That's what was getting at when I brought up narrative authority and the 'exploration thing'. When I DM, I like sharing the narrative authority, when I play, I don't.</p><p></p><p>I don't want the right to help decide what's in chest because having that right damages my ability to mantain that oft-mention 'suspension of disblief'. I prefer the play model which empowers the DM/GM to create the world, gem-placement and all. Where my ability to manipulate the game world is limited to my character.</p><p></p><p>I like a 'solid' game world. Me-as-player having narrative rights over it, even itsy-bitsy ones like collaborative gem-placement, makes things feel all wispy...</p><p></p><p></p><p>Sure. And I think its interesting to explore the ramifications of those 'other means'.</p><p></p><p></p><p>Whew... I'm too tired for this. I'm not up for an 'illusion of free will vs. actual free will in RPG's' debate right now. I'll check back in tomorrow.</p><p></p><p>But I'll leave with a lyric from Robyn Hitchcock... "If you think you're in love, then you probably are".</p></blockquote><p></p>
[QUOTE="Mallus, post: 3138798, member: 3887"] Excellent? More like 'unfocused and mostly unstated'... but thanks anyway. Hey, I like that. Would that mean if the outcome was 'We sneak past the guards', that would mean the players snuck past all the guards in a specific scene, and you would move on to the next type of conflict? I realize that. Its fair to say in the D&D campaign I run there are often several "systems" running side by side. One looks something like the D&D RAW. Another looks like a group of writers for a sketch comedy show working on a skit about swords and sorcery novels that will never air... It's something I like best about RPG's; there usually isn't just a single rule system in effect. Sometimes task resolution involves a die roll, other times some bad acting. Sometimes all it takes is a good idea. I don't like it either, frankly. But I can see why its done. And how much it bothers me depends on the genre expectations in play. In a supers game, its fine. Well, yes. That's the standard model. Players control their avatars and the DM/GM controls the enviroment and the supporting cast. I recognize that there are other possibilities. That's what was getting at when I brought up narrative authority and the 'exploration thing'. When I DM, I like sharing the narrative authority, when I play, I don't. I don't want the right to help decide what's in chest because having that right damages my ability to mantain that oft-mention 'suspension of disblief'. I prefer the play model which empowers the DM/GM to create the world, gem-placement and all. Where my ability to manipulate the game world is limited to my character. I like a 'solid' game world. Me-as-player having narrative rights over it, even itsy-bitsy ones like collaborative gem-placement, makes things feel all wispy... Sure. And I think its interesting to explore the ramifications of those 'other means'. Whew... I'm too tired for this. I'm not up for an 'illusion of free will vs. actual free will in RPG's' debate right now. I'll check back in tomorrow. But I'll leave with a lyric from Robyn Hitchcock... "If you think you're in love, then you probably are". [/QUOTE]
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