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Judgement calls vs "railroading"
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<blockquote data-quote="Tony Vargas" data-source="post: 7073201" data-attributes="member: 996"><p>IDK if that's the whole thing or how everyone may approach it, but sounds pretty reasonable. </p><p></p><p>Some of it, like the GM's role being to interpret the rules and change them if desired isn't really a game-specific thing but a mere truism, no ruleset can stop a DM who decides to use it from also deciding to mod it. </p><p></p><p> I would say 'resolution system' rather than 'mediation prodedures,' but that's an important point... </p><p> The "Empowerment" side. </p><p> OTOH, 3.x did the same thing with Rule 0. Well, it /said/ the same thing with Rule 0, yet it spawned the Zealot Cult of RAW. Clearly there's more to it than giving a mandate that the DM can't be prevented from just taking.</p><p></p><p>The difference is the above important point. From the core resolution system on out, the system leaves things for the DM to finish. You can't 'play the game RAW,' by RAW, you get as far as the first action declaration and the impartial just-RAW-DM is stuck making a ruling. It's Rulings not Rules because the Rules don't work without Rulings. That conditions players to expect continuous DM 'Agency,' and conditions DMs to exercise it.</p><p></p><p>That's Empowerment. With teeth. </p><p></p><p> It's not a paint-by-numbers game. To run a good game, you need have or develop the more-art-than-science skill (or have the natural talent). That means not everyone can DM. When a player isn't happy, and you say "well, fine, you run something," he's probably not going to bite, if he does, it's probably going to suck, because running with as much responsibility as DMing demands is /hard/. That makes DM's rare, which makes DMs special, and feeling special is (gasp) Empowering. </p><p></p><p></p><p> Yeah, yeah, don't strain your back-patting arm. ;P</p><p></p><p> Maybe it's just the name, it sounds a little underhanded, perhaps? I have no problem with it, though. </p><p>Sure I'm a DM Illusionist, watch me pull a great session outta my hat (I actually wear a hat, so I can say that)...</p><p>nuth'n up m' sleeve... </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>Or, we could just call it what 5e calls it: DM Empowerment. </p><p>The DM takes responsibility for his game, he make rulings rather than depending on rules. </p><p></p><p> Sure. You are totally empowered to do that!</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7073201, member: 996"] IDK if that's the whole thing or how everyone may approach it, but sounds pretty reasonable. Some of it, like the GM's role being to interpret the rules and change them if desired isn't really a game-specific thing but a mere truism, no ruleset can stop a DM who decides to use it from also deciding to mod it. I would say 'resolution system' rather than 'mediation prodedures,' but that's an important point... The "Empowerment" side. OTOH, 3.x did the same thing with Rule 0. Well, it /said/ the same thing with Rule 0, yet it spawned the Zealot Cult of RAW. Clearly there's more to it than giving a mandate that the DM can't be prevented from just taking. The difference is the above important point. From the core resolution system on out, the system leaves things for the DM to finish. You can't 'play the game RAW,' by RAW, you get as far as the first action declaration and the impartial just-RAW-DM is stuck making a ruling. It's Rulings not Rules because the Rules don't work without Rulings. That conditions players to expect continuous DM 'Agency,' and conditions DMs to exercise it. That's Empowerment. With teeth. It's not a paint-by-numbers game. To run a good game, you need have or develop the more-art-than-science skill (or have the natural talent). That means not everyone can DM. When a player isn't happy, and you say "well, fine, you run something," he's probably not going to bite, if he does, it's probably going to suck, because running with as much responsibility as DMing demands is /hard/. That makes DM's rare, which makes DMs special, and feeling special is (gasp) Empowering. Yeah, yeah, don't strain your back-patting arm. ;P Maybe it's just the name, it sounds a little underhanded, perhaps? I have no problem with it, though. Sure I'm a DM Illusionist, watch me pull a great session outta my hat (I actually wear a hat, so I can say that)... nuth'n up m' sleeve... ;) Or, we could just call it what 5e calls it: DM Empowerment. The DM takes responsibility for his game, he make rulings rather than depending on rules. Sure. You are totally empowered to do that! [/QUOTE]
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