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Monte on Logic in RPGs
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<blockquote data-quote="chaochou" data-source="post: 5937765" data-attributes="member: 99817"><p>Sure, I agree. The distinction I was trying to draw was between asking rules questions and asking fiction questions. It's being forced to ask the latter which causes MMI play.</p><p></p><p>'How does a reflex save work?' is a rules question. 'Is there a chandalier I can swing across the room on?' is asking for permission to swing across the room on a chandalier. The only way to avoid players asking 'Is there a chandalier?' is by giving them authority to create one.</p><p></p><p>Where this gets grey is that the GM probably still has to set a difficulty for swinging across the room. It's a daring ploy, so we want risks and consequences attached.</p><p></p><p>On one hand this can then be used as a form of 'requiring permission'. That is to say the GM can say "Okay, so there's a chandalier. But it's a DC 75 jump to get to," allowing the player creation rights while negating their use.</p><p></p><p>Other systems give players authority over fictional positioning but then detail procedures over negotiation of stakes and defined outcomes before the roll. They also tend to tie those outcomes into mechanics which give PCs more to lose than just hit points, so that stakes can become more nuanced in the fiction.</p><p></p><p>I think its interesting that Mike Mearls coined the Mother May I term (his post is here <a href="http://mearls.livejournal.com/80639.html" target="_blank">mearls: The Metagame of RPGs</a> ) in reference to playing rpgs with minis and a grid.</p><p></p><p>Minis and a grid give players clear fictional positioning power during combat. Playing 4e I have strong authority in combat thanks to the grid and the rules but weak authority outside combat. The transition from strong to weak is, I think, the root cause of many of the complaints about 4e (no edition warring intended - I have a lot of time for 4e).</p><p></p><p>Previous editions of D&D don't have this particular disparity, but have other inequalities which can cause problems - codified spells give casters authority which non-casters don't enjoy, being an obvious example. (There's an interesting contrast with problems which can arise in Ars Magica where play centres on being magicians and yet the effects of magic are determined almost exclusively by GM fiat. Mother May I as the focal point of the game!)</p><p></p><p>In Burning Wheel I have moderate authority all the time, in Apocalypse World or Lady Blackbird I have tremendous authority all the time. Great games. I think systems play best when authority is consistent both throughout the game and between the players.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5937765, member: 99817"] Sure, I agree. The distinction I was trying to draw was between asking rules questions and asking fiction questions. It's being forced to ask the latter which causes MMI play. 'How does a reflex save work?' is a rules question. 'Is there a chandalier I can swing across the room on?' is asking for permission to swing across the room on a chandalier. The only way to avoid players asking 'Is there a chandalier?' is by giving them authority to create one. Where this gets grey is that the GM probably still has to set a difficulty for swinging across the room. It's a daring ploy, so we want risks and consequences attached. On one hand this can then be used as a form of 'requiring permission'. That is to say the GM can say "Okay, so there's a chandalier. But it's a DC 75 jump to get to," allowing the player creation rights while negating their use. Other systems give players authority over fictional positioning but then detail procedures over negotiation of stakes and defined outcomes before the roll. They also tend to tie those outcomes into mechanics which give PCs more to lose than just hit points, so that stakes can become more nuanced in the fiction. I think its interesting that Mike Mearls coined the Mother May I term (his post is here [URL="http://mearls.livejournal.com/80639.html"]mearls: The Metagame of RPGs[/URL] ) in reference to playing rpgs with minis and a grid. Minis and a grid give players clear fictional positioning power during combat. Playing 4e I have strong authority in combat thanks to the grid and the rules but weak authority outside combat. The transition from strong to weak is, I think, the root cause of many of the complaints about 4e (no edition warring intended - I have a lot of time for 4e). Previous editions of D&D don't have this particular disparity, but have other inequalities which can cause problems - codified spells give casters authority which non-casters don't enjoy, being an obvious example. (There's an interesting contrast with problems which can arise in Ars Magica where play centres on being magicians and yet the effects of magic are determined almost exclusively by GM fiat. Mother May I as the focal point of the game!) In Burning Wheel I have moderate authority all the time, in Apocalypse World or Lady Blackbird I have tremendous authority all the time. Great games. I think systems play best when authority is consistent both throughout the game and between the players. [/QUOTE]
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