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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7061501" data-attributes="member: 42582"><p>I was responding to [MENTION=6785785]hawkeyefan[/MENTION]'s question about mechanics that can get in the way of running a game in the style [MENTION=16586]Campbell[/MENTION] described.</p><p></p><p>Yes, if you want to run in another style (eg a "realistic" style) then those same mechanics won't be a problem. But that doesn't change the fact that they can be a problem for the style [MENTION=6785785]hawkeyefan[/MENTION] was asking about.</p><p></p><p>In the abstract the first sentence may or may not be true. At the table, though, the player has fastened on a vessel as the method. That's what the player has chosen for the action to turn on. So that's what it turns on.</p><p></p><p>Your comment about the GM having decided something would make sense in a puzzle-solving game ("How can we get the blood to the naga?") But that's not the game I'm running</p><p></p><p>In a Star Wars game we don't decide whether or not to roll to hit the exhaust port with our missiles because, had someone else thought of something else, they might eg be using guided missiles or drones. The crunch is what it is! In my game, at that moment, the player of the PC says "The blood's escaping - is there a vessel?" That's the crunch, as put forward by the player. And so the dice come out.</p><p></p><p>Why? This is mere assertion.</p><p></p><p>You're running ToH. Will or won't a PC get sucked into the green devil's maw? Who knows?</p><p></p><p>The GM is not expected to know that all along. So why anything else?</p><p></p><p>I think [MENTION=16586]Campbell[/MENTION] answers this pretty well - including with his two comments about using spells to reframe without rise (ie (i) outside a dungeon the resource economy is mucked up, and (ii) having it be fiat rather than requiring a check creates some issues around the experience of risk).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7061501, member: 42582"] I was responding to [MENTION=6785785]hawkeyefan[/MENTION]'s question about mechanics that can get in the way of running a game in the style [MENTION=16586]Campbell[/MENTION] described. Yes, if you want to run in another style (eg a "realistic" style) then those same mechanics won't be a problem. But that doesn't change the fact that they can be a problem for the style [MENTION=6785785]hawkeyefan[/MENTION] was asking about. In the abstract the first sentence may or may not be true. At the table, though, the player has fastened on a vessel as the method. That's what the player has chosen for the action to turn on. So that's what it turns on. Your comment about the GM having decided something would make sense in a puzzle-solving game ("How can we get the blood to the naga?") But that's not the game I'm running In a Star Wars game we don't decide whether or not to roll to hit the exhaust port with our missiles because, had someone else thought of something else, they might eg be using guided missiles or drones. The crunch is what it is! In my game, at that moment, the player of the PC says "The blood's escaping - is there a vessel?" That's the crunch, as put forward by the player. And so the dice come out. Why? This is mere assertion. You're running ToH. Will or won't a PC get sucked into the green devil's maw? Who knows? The GM is not expected to know that all along. So why anything else? I think [MENTION=16586]Campbell[/MENTION] answers this pretty well - including with his two comments about using spells to reframe without rise (ie (i) outside a dungeon the resource economy is mucked up, and (ii) having it be fiat rather than requiring a check creates some issues around the experience of risk). [/QUOTE]
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