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General Tabletop Discussion
*Dungeons & Dragons
player knowlege vs character knowlege (spoiler)
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<blockquote data-quote="Ovinomancer" data-source="post: 8062564" data-attributes="member: 16814"><p>This is a good point -- I am (usually) hung up on preventing the physical part. But, this is an outcome of the method, not an intention of it. Why is that? Well, because, as GM, I have the authority to adjudicate what is true for the vast majority of the game world. There's only a vanishing little sliver where I do not have that power, and that's over what a character thinks or tries to do. That's entirely the authority of the player. So, if a player decides their character thinks something, I have no authority over this -- the character thinks that. If the player then has the character act on that thought, I am, again, powerless to prevent this. What I do have power over is the truth of the world. Once the action is attempted, it's in the realm of what is true, and I, as GM, have authority to adjudicate the truth of the outcome. This is usually, because of the type of game, going to be constrained by the current situation which will largely be physical. So, usually, I'm hung up on the physical parts.</p><p></p><p>If, though, a player decides to check on the truth of what they think, they can declare an action to call on my to adjudicate this. Here I will use my adjudication to confirm, deny, muddle, or enlighten, depending on how I believe that would go. I will usually ask for an ability check to do so, because that's the big tool I have in my toolbox. Once this is complete, I will have adjudicated the truth of what the character's action attempt was, but the player is still free to continue to have their character think and try whatever they want.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8062564, member: 16814"] This is a good point -- I am (usually) hung up on preventing the physical part. But, this is an outcome of the method, not an intention of it. Why is that? Well, because, as GM, I have the authority to adjudicate what is true for the vast majority of the game world. There's only a vanishing little sliver where I do not have that power, and that's over what a character thinks or tries to do. That's entirely the authority of the player. So, if a player decides their character thinks something, I have no authority over this -- the character thinks that. If the player then has the character act on that thought, I am, again, powerless to prevent this. What I do have power over is the truth of the world. Once the action is attempted, it's in the realm of what is true, and I, as GM, have authority to adjudicate the truth of the outcome. This is usually, because of the type of game, going to be constrained by the current situation which will largely be physical. So, usually, I'm hung up on the physical parts. If, though, a player decides to check on the truth of what they think, they can declare an action to call on my to adjudicate this. Here I will use my adjudication to confirm, deny, muddle, or enlighten, depending on how I believe that would go. I will usually ask for an ability check to do so, because that's the big tool I have in my toolbox. Once this is complete, I will have adjudicated the truth of what the character's action attempt was, but the player is still free to continue to have their character think and try whatever they want. [/QUOTE]
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