Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Legends & Lore: Loyal Opposition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 5665772" data-attributes="member: 27160"><p>Yeah, yeah - I did that apprenticeship from around 1977 to 1999 or so. I went through all the phases - the "biggest, baddest dungeon dude", the "my world is a jewel" phase, the "story is everyrthing" era - the whole nine yards.</p><p></p><p>Eventually, though, I have come to the belief that GM fiat (note both parts of that - both are important) is hardly ever a good way to frame a set of rules. Before writing this off, consider:</p><p></p><p>Let's define the game "Rules" (capital 'R') as representing the "physics" of the game reality - not necessarily in the way real world physics do, but in the sense that they describe how the game world actually works. A system that invokes "GM fiat" is not a set of Rules, per se. It's a statement about where the Rules dwell - they dwell in the mind of the GM. How the GM visualises the game world represents the actual game world "physics" - the <em>actual</em> Rules of the game.</p><p></p><p>The players, meanwhile, are supposed to play characters who have (generally) lived in the game "reality" all their lives. That they should be ignorant of how the world works seems extraordinary in the extreme. That they should have to guess about the real efficacy of their own powers and abilities seems bizarre.</p><p></p><p>I propose, therefore, that the players, as well as the GM, should always have "inside knowledge" of the game Rules. I don't think we need to be prescriptive about how that "insight" is ensured though. Two possibilities spring to mind - both are evident in existing roleplaying systems:</p><p></p><p>1) The Rules of the world are defined by the rules of the game; the game system describes reasonably well how characters interact with the world in explicit terms. D&D 4E and GURPS are both examples where the majority of game situations <em>can</em> be played out without resort to DM/GM fiat or other arbitrary Rules creation during play.</p><p></p><p>2) The rules of the world are generated via collaboration and, if necessary, systemic resolution between all of the players - including the GM, if there is one. PrimeTime Adventures and Universalis are games I have played where this is the mechanism used to decide in-game outcomes based on the aesthetic/dramatic sense and tastes of the full gaming group.</p><p></p><p>Either of these methods can work fine; the first is better if some oppositional tension between players is desired (e.g. "gamist" D&D) or if mystery and investigation is to be a component in play (Call of Cthulhu, for example). The second is better if the desire is to build a world based on aesthetic and "artistic" values - worlds trying to be "realistic", for example, or trying to generate "Story Now" via Narrativist play focus.</p><p></p><p>For me, though, at least, the place for a game which relies on the aesthetic taste <em>of one person only</em> has narrowed to almost nothing. Games for teaching children how roleplaying works, maybe - provided they are not carried on too long, teaching "bad habits".</p><p></p><p>Such games do seem to remain curiously popular, however - mainly, I phant'sy, with GMs... But maybe I'm being overly harsh.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5665772, member: 27160"] Yeah, yeah - I did that apprenticeship from around 1977 to 1999 or so. I went through all the phases - the "biggest, baddest dungeon dude", the "my world is a jewel" phase, the "story is everyrthing" era - the whole nine yards. Eventually, though, I have come to the belief that GM fiat (note both parts of that - both are important) is hardly ever a good way to frame a set of rules. Before writing this off, consider: Let's define the game "Rules" (capital 'R') as representing the "physics" of the game reality - not necessarily in the way real world physics do, but in the sense that they describe how the game world actually works. A system that invokes "GM fiat" is not a set of Rules, per se. It's a statement about where the Rules dwell - they dwell in the mind of the GM. How the GM visualises the game world represents the actual game world "physics" - the [I]actual[/I] Rules of the game. The players, meanwhile, are supposed to play characters who have (generally) lived in the game "reality" all their lives. That they should be ignorant of how the world works seems extraordinary in the extreme. That they should have to guess about the real efficacy of their own powers and abilities seems bizarre. I propose, therefore, that the players, as well as the GM, should always have "inside knowledge" of the game Rules. I don't think we need to be prescriptive about how that "insight" is ensured though. Two possibilities spring to mind - both are evident in existing roleplaying systems: 1) The Rules of the world are defined by the rules of the game; the game system describes reasonably well how characters interact with the world in explicit terms. D&D 4E and GURPS are both examples where the majority of game situations [I]can[/I] be played out without resort to DM/GM fiat or other arbitrary Rules creation during play. 2) The rules of the world are generated via collaboration and, if necessary, systemic resolution between all of the players - including the GM, if there is one. PrimeTime Adventures and Universalis are games I have played where this is the mechanism used to decide in-game outcomes based on the aesthetic/dramatic sense and tastes of the full gaming group. Either of these methods can work fine; the first is better if some oppositional tension between players is desired (e.g. "gamist" D&D) or if mystery and investigation is to be a component in play (Call of Cthulhu, for example). The second is better if the desire is to build a world based on aesthetic and "artistic" values - worlds trying to be "realistic", for example, or trying to generate "Story Now" via Narrativist play focus. For me, though, at least, the place for a game which relies on the aesthetic taste [I]of one person only[/I] has narrowed to almost nothing. Games for teaching children how roleplaying works, maybe - provided they are not carried on too long, teaching "bad habits". Such games do seem to remain curiously popular, however - mainly, I phant'sy, with GMs... But maybe I'm being overly harsh. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Legends & Lore: Loyal Opposition
Top