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*Dungeons & Dragons
Player-generated fiction in D&D
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<blockquote data-quote="pemerton" data-source="post: 9418246" data-attributes="member: 42582"><p>So I assume we are talking about the GM making that determination. Which prompts the question: when playing with a high volume of player-generated fiction, when is it appropriate for the GM to tell a player that their idea is not valid?</p><p></p><p>I'm not going to pretend to offer a general formula. But I'm reminded of <a href="http://lumpley.com/index.php/anyway/thread/389" target="_blank">this</a>:</p><p></p><p style="margin-left: 20px">The real cause and effect in a roleplaying game isn't in the fictional game world, it's at the table, in what the players and GM say and do.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you want awesome stuff to happen in your game, you don't need rules to model the characters doing awesome things, you need rules to provoke the players to say awesome things. That's the real cause and effect at work: things happen because someone says they do. If you want cool things to happen, get someone to say something cool. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If your rules model a character's doing cool things, and in so doing they get the players to say cool things, that's great. I have nothing against modeling the cool things characters do <em>as such</em>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Just, if your rules model a character's doing cool things, but the player using them still says dull things, that's not so great. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you don't even agree with <em>each other</em> about what's cool, I've got absolutely nothing for you. Are you sure you should be playing games together in the first place?</p><p></p><p>Assuming that those of us playing together generally agree about what's cool, it shouldn't come up very often that someone's idea is not valid.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9418246, member: 42582"] So I assume we are talking about the GM making that determination. Which prompts the question: when playing with a high volume of player-generated fiction, when is it appropriate for the GM to tell a player that their idea is not valid? I'm not going to pretend to offer a general formula. But I'm reminded of [url=http://lumpley.com/index.php/anyway/thread/389]this[/url]: [indent]The real cause and effect in a roleplaying game isn't in the fictional game world, it's at the table, in what the players and GM say and do. If you want awesome stuff to happen in your game, you don't need rules to model the characters doing awesome things, you need rules to provoke the players to say awesome things. That's the real cause and effect at work: things happen because someone says they do. If you want cool things to happen, get someone to say something cool. . . . If your rules model a character's doing cool things, and in so doing they get the players to say cool things, that's great. I have nothing against modeling the cool things characters do [I]as such[/I]. Just, if your rules model a character's doing cool things, but the player using them still says dull things, that's not so great. . . . If you don't even agree with [I]each other[/I] about what's cool, I've got absolutely nothing for you. Are you sure you should be playing games together in the first place?[/indent] Assuming that those of us playing together generally agree about what's cool, it shouldn't come up very often that someone's idea is not valid. [/QUOTE]
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