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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7074648" data-attributes="member: 16586"><p>Here's my slight contention with your example: In Burning Wheel all our interests are focused on contesting the veracity of player character beliefs at all times and following the fiction where it leads. When the GM presents the consequences for a failed roll they should do so with an eye towards player character beliefs in order to set up future conflicts. When you include consequences that have nothing to do with player character beliefs it my sincerely held belief that you are GMing the game in bad faith. The player would be justified in raising the issue. If you can relate the consequence back to a player character belief and it follows from the established fiction, and is susceptible to impact from player decisions then awesome! Balance is restored to the force. Obviously, the GM has a say in the content of the fiction, and their contributions should be valued for what they bring to the game. I do not think they really should be valued anymore than any other player, particularly when they generally get far more opportunities to contribute, but that's like my personal cross to bear.</p><p></p><p>I do think a little too much attention is being paid to power dynamics here. At least that is not what I am ultimately interested in. What I really want is unity of player interests while maintaining a level of conflict of interest in game to propel things forward. If we are all ultimately interested in the same things and actively working towards those interests then there should be no meaningful source of contention. My own interests tend towards games where no one in particular is driving the game. Everyone gets to say stuff and contribute, but no one really gets to control stuff. We all act in the interests of the game, and get to experience it together. My interests in a lack of a preplanned narrative are just as much for the sake of the GM's experience of play as it is for the other players' experience.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7074648, member: 16586"] Here's my slight contention with your example: In Burning Wheel all our interests are focused on contesting the veracity of player character beliefs at all times and following the fiction where it leads. When the GM presents the consequences for a failed roll they should do so with an eye towards player character beliefs in order to set up future conflicts. When you include consequences that have nothing to do with player character beliefs it my sincerely held belief that you are GMing the game in bad faith. The player would be justified in raising the issue. If you can relate the consequence back to a player character belief and it follows from the established fiction, and is susceptible to impact from player decisions then awesome! Balance is restored to the force. Obviously, the GM has a say in the content of the fiction, and their contributions should be valued for what they bring to the game. I do not think they really should be valued anymore than any other player, particularly when they generally get far more opportunities to contribute, but that's like my personal cross to bear. I do think a little too much attention is being paid to power dynamics here. At least that is not what I am ultimately interested in. What I really want is unity of player interests while maintaining a level of conflict of interest in game to propel things forward. If we are all ultimately interested in the same things and actively working towards those interests then there should be no meaningful source of contention. My own interests tend towards games where no one in particular is driving the game. Everyone gets to say stuff and contribute, but no one really gets to control stuff. We all act in the interests of the game, and get to experience it together. My interests in a lack of a preplanned narrative are just as much for the sake of the GM's experience of play as it is for the other players' experience. [/QUOTE]
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