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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8005209" data-attributes="member: 6785785"><p>I don't know....it's a bit unclear exactly how it went down. I do think he gave them options, yes, and some were flat out declined....so I don't blame him in that regard. But we don't know exactly all the steps that were taken, and what rolls were successful and what ones failed to end with things as they were.</p><p></p><p>But, I'm taking the OP at his word that there was something unsatisfying about how this all played out.</p><p></p><p></p><p></p><p>My point with the comment you quoted was that if I have to choose between fidelity to the fiction, and service to the social act of playing a game....I have to go with the game since the players and their enjoyment are real. I am not going to choose something that seems a "realistic" outcome in the fiction, if it paints me into a corner that will create an unfun experience for the player(s).</p><p></p><p>And I don't think that the call for mechanics is about preventing unwanted consequences. It's more about creating a process for how things occur in the fiction where there is doubt about the outcome. I'm not someone who wants to eradicate GM judgment in the game....but I more prefer where a GM's judgment is about establishing a DC and then calling for a roll rather than just deciding the outcome by fiat. </p><p></p><p>This way, if we find that the game has come to a state where we're all going "wow how did it come to this", the answer isn't going to be "it was all Bob's fault."</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8005209, member: 6785785"] I don't know....it's a bit unclear exactly how it went down. I do think he gave them options, yes, and some were flat out declined....so I don't blame him in that regard. But we don't know exactly all the steps that were taken, and what rolls were successful and what ones failed to end with things as they were. But, I'm taking the OP at his word that there was something unsatisfying about how this all played out. My point with the comment you quoted was that if I have to choose between fidelity to the fiction, and service to the social act of playing a game....I have to go with the game since the players and their enjoyment are real. I am not going to choose something that seems a "realistic" outcome in the fiction, if it paints me into a corner that will create an unfun experience for the player(s). And I don't think that the call for mechanics is about preventing unwanted consequences. It's more about creating a process for how things occur in the fiction where there is doubt about the outcome. I'm not someone who wants to eradicate GM judgment in the game....but I more prefer where a GM's judgment is about establishing a DC and then calling for a roll rather than just deciding the outcome by fiat. This way, if we find that the game has come to a state where we're all going "wow how did it come to this", the answer isn't going to be "it was all Bob's fault." [/QUOTE]
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