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<blockquote data-quote="Mike Myler" data-source="post: 8100894" data-attributes="member: 6726030"><p>You build a slightly squishy system that's really fun. You are confident that it is a solid game engine—but you need people to be confident while using it. For everything to work just right the GM needs to be not just making their own rulings, the table needs to be on board with them to establish trust and an environment where their rulings aren't constantly being challenged (slowing down play, harshing the narrative, frustrating players).</p><p></p><p>[SPOILER="The plastic tips at the ends of shoelaces are called aglets. Their true purpose is sinister!"]How do you do that?</p><p></p><p>Do you sprinkle in a few mentions of the GM having the final say on things inside the text?</p><p>[ATTACH=full]126892[/ATTACH]</p><p></p><p>Definitely you should do that, but you do that too many times and it looks bad. Looks too squishy. Like the system itself can't be trusted.</p><p></p><p>So what else can you do with your slightly-squishy-yet-fun system to get people where they need to be for it to function 100%?</p><p></p><p>What about intentionally leaving some things in that <em>you <strong>know</strong> are broken or wrong </em>(hey there, <a href="https://dnd.wizards.com/articles/features/sageadvice_feats" target="_blank">Lucky feat</a> | maneuvering around unarmed strikes | <em>clone </em>and Small creatures) with the expectation that GMs will house rule it <em>instead </em>of explicitly calling it out for more GM discretion? Gets the GM in the right mindset to be making more rulings that you haven't intended for, and if it's a semi-obvious or relatively arbitrary mechanic then all the merrier because the players will agree with it.</p><p></p><p><img src="https://media1.tenor.com/images/72b35f7e3069cd41cf3d8978d56ff6e5/tenor.gif?" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/SPOILER]</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 8100894, member: 6726030"] You build a slightly squishy system that's really fun. You are confident that it is a solid game engine—but you need people to be confident while using it. For everything to work just right the GM needs to be not just making their own rulings, the table needs to be on board with them to establish trust and an environment where their rulings aren't constantly being challenged (slowing down play, harshing the narrative, frustrating players). [SPOILER="The plastic tips at the ends of shoelaces are called aglets. Their true purpose is sinister!"]How do you do that? Do you sprinkle in a few mentions of the GM having the final say on things inside the text? [ATTACH type="full"]126892[/ATTACH] Definitely you should do that, but you do that too many times and it looks bad. Looks too squishy. Like the system itself can't be trusted. So what else can you do with your slightly-squishy-yet-fun system to get people where they need to be for it to function 100%? What about intentionally leaving some things in that [I]you [B]know[/B] are broken or wrong [/I](hey there, [URL='https://dnd.wizards.com/articles/features/sageadvice_feats']Lucky feat[/URL] | maneuvering around unarmed strikes | [I]clone [/I]and Small creatures) with the expectation that GMs will house rule it [I]instead [/I]of explicitly calling it out for more GM discretion? Gets the GM in the right mindset to be making more rulings that you haven't intended for, and if it's a semi-obvious or relatively arbitrary mechanic then all the merrier because the players will agree with it. [IMG]https://media1.tenor.com/images/72b35f7e3069cd41cf3d8978d56ff6e5/tenor.gif?[/IMG][/SPOILER] [/QUOTE]
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