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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Imaro" data-source="post: 6149487" data-attributes="member: 48965"><p>My point was that without the checks and balances of a spell such as saving throws, picking against the unknown, etc... yes it is more powerful than even the spells you listed, making an obstacle a "non-obstacle" is very powerful without any type of restrictions.</p><p></p><p></p><p></p><p></p><p>It's not just about trust, it's about system too. A fire spell has certain rules that go along with it, as does charm, sleep etc. that all put limitations and specified effects to constrain the narrative. Remove an obstacle is a pretty broad power, couple that with the fact that you can then mutate the fiction in any way you want to account for it... what spell allows such a thing? but you've addressed this up top and my acceptance or non-acceptance of it would depend heavily upon it's implementation.</p><p></p><p></p><p></p><p>Well just as a piece of anecdotal data, one of the problems I and the other DM in our group have when giving over this type of authorial control is that the setting can often loose mood, consistency and tone. In fact you really get to see how each individual player is picturing the story, setting, etc in their head... and of course it's only natural that when they have authorial control this creeps into it. If I as DM am running a game and describing it with gritty realistic fluff... but then Bob takes over authorial control, and suddenly we are in a land of giant Buster Swords with a japanimation feel... then John uses his narrative control to impose a fairy-talesque world... well (IMO) the consistency and importance of the fluff looses something. I don't think this is about trust or anything like that since it's perfectly ok for individual players to picture in their head the gameworld as they see it... however I do think there needs to be a baseline commonality and that it should start with the DM since ultimately he is responsible for running the game in the imagined setting.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6149487, member: 48965"] My point was that without the checks and balances of a spell such as saving throws, picking against the unknown, etc... yes it is more powerful than even the spells you listed, making an obstacle a "non-obstacle" is very powerful without any type of restrictions. It's not just about trust, it's about system too. A fire spell has certain rules that go along with it, as does charm, sleep etc. that all put limitations and specified effects to constrain the narrative. Remove an obstacle is a pretty broad power, couple that with the fact that you can then mutate the fiction in any way you want to account for it... what spell allows such a thing? but you've addressed this up top and my acceptance or non-acceptance of it would depend heavily upon it's implementation. Well just as a piece of anecdotal data, one of the problems I and the other DM in our group have when giving over this type of authorial control is that the setting can often loose mood, consistency and tone. In fact you really get to see how each individual player is picturing the story, setting, etc in their head... and of course it's only natural that when they have authorial control this creeps into it. If I as DM am running a game and describing it with gritty realistic fluff... but then Bob takes over authorial control, and suddenly we are in a land of giant Buster Swords with a japanimation feel... then John uses his narrative control to impose a fairy-talesque world... well (IMO) the consistency and importance of the fluff looses something. I don't think this is about trust or anything like that since it's perfectly ok for individual players to picture in their head the gameworld as they see it... however I do think there needs to be a baseline commonality and that it should start with the DM since ultimately he is responsible for running the game in the imagined setting. [/QUOTE]
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