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Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8017447" data-attributes="member: 7016699"><p>I said I believe it is possible, because I don't believe any game system is foolproof. I do not know that I have played any published games that were so explicit about "Say yes or roll the dice" so I don't have any play examples of good-faith GMing in the style (though I'm sure they exist).</p><p></p><p></p><p></p><p>What I said about Blades in the Dark--and especially what I said about Fate--was literally true. Fate literally gives the players the ability to change the facts of a scene by spending a Fate Point, in a way that is explicitly not limited by what their characters can do. It's more like a fourth-wall-breaking cartoon (such as Duck Amuck) where there is animation of an animator's eraser and pencil changing the scene around the characters. That seems pretty explicitly to be both player agency and narrative authority.</p><p></p><p>I've been pretty clear, I think, about separating player agency and narrative control. Player agency is the ability to change of the fiction; narrative authority is the ability to describe specifics. If a player successfully kicks down a door, that changes the fiction; some games (some tables) have the player narrate the door flying open in the requisite cloud of splinters, others have the GM do so. In Fate I have specifically asked a player (after a relevant roll) "What's going on in this town? Tell me [some number, I think three] things." That is very specifically about narrative authority, I think (though you might prefer a different term for it.</p><p></p><p></p><p></p><p>How did the character in your game of Prince Valiant earn their Storyteller Certificate? Genuinely asking because I know literally nothing of the game but from your play examples (which I tend to find confusing, because I don't know the game ... part of why I wish we had a game in common). I know nothing of Burning Wheel or Cortex+Heroic but that they exist, but in Mutants and Masterminds, you can earn Hero Points by accepting negative results, or by having a Drawback (something on your character sheet) come into play, usually in a way that at least indirectly reduces your agency; in Fate, you earn Fate points by accepting Compels, which directly re-frame the scene around your character, sometimes in ways that reduce your agency. Neither of those function in play as anything like D&D's charm/dominate effects (which comparison I think I've seen you make before, so there's a possibility you won't believe me).</p></blockquote><p></p>
[QUOTE="prabe, post: 8017447, member: 7016699"] I said I believe it is possible, because I don't believe any game system is foolproof. I do not know that I have played any published games that were so explicit about "Say yes or roll the dice" so I don't have any play examples of good-faith GMing in the style (though I'm sure they exist). What I said about Blades in the Dark--and especially what I said about Fate--was literally true. Fate literally gives the players the ability to change the facts of a scene by spending a Fate Point, in a way that is explicitly not limited by what their characters can do. It's more like a fourth-wall-breaking cartoon (such as Duck Amuck) where there is animation of an animator's eraser and pencil changing the scene around the characters. That seems pretty explicitly to be both player agency and narrative authority. I've been pretty clear, I think, about separating player agency and narrative control. Player agency is the ability to change of the fiction; narrative authority is the ability to describe specifics. If a player successfully kicks down a door, that changes the fiction; some games (some tables) have the player narrate the door flying open in the requisite cloud of splinters, others have the GM do so. In Fate I have specifically asked a player (after a relevant roll) "What's going on in this town? Tell me [some number, I think three] things." That is very specifically about narrative authority, I think (though you might prefer a different term for it. How did the character in your game of Prince Valiant earn their Storyteller Certificate? Genuinely asking because I know literally nothing of the game but from your play examples (which I tend to find confusing, because I don't know the game ... part of why I wish we had a game in common). I know nothing of Burning Wheel or Cortex+Heroic but that they exist, but in Mutants and Masterminds, you can earn Hero Points by accepting negative results, or by having a Drawback (something on your character sheet) come into play, usually in a way that at least indirectly reduces your agency; in Fate, you earn Fate points by accepting Compels, which directly re-frame the scene around your character, sometimes in ways that reduce your agency. Neither of those function in play as anything like D&D's charm/dominate effects (which comparison I think I've seen you make before, so there's a possibility you won't believe me). [/QUOTE]
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