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Is DM fiat okay?
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<blockquote data-quote="buzz" data-source="post: 3139713" data-attributes="member: 6777"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>I would argue, though, that the more latitude you give the GM, the more <em>prone</em> the game is going to be to abuse, even form the well-intentioned. The simple fact that the DMG, DMG2, the latest <em>Dungeoncraft</em> 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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="buzz, post: 3139713, member: 6777"] 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 [i]prone[/i] the game is going to be to abuse, even form the well-intentioned. The simple fact that the DMG, DMG2, the latest [i]Dungeoncraft[/i] 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. [/QUOTE]
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