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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Ovinomancer" data-source="post: 8426989" data-attributes="member: 16814"><p>Spells step very far outside the realm of most other character abilities in that many create entirely new situations. Instead of fireball, take Banishment, or Illusion spells, or Charm Person. These radically alter the fictional situation and some force continued narration according to the binding resolution on the GM.</p><p></p><p>The points about anit-magic zones are still rule-0 Force but by more roundabout means. Here the GM is imposing Force through prep decisions rather than in-resolution decisions. This can be better, and even move away from Force, if there's a fictional reason that facing the players and a way to manipulate this available to the players. Most of my experience with anti-magic is just the GM shutting down magic, usually for plot reasons, because otherwise the narrative control that spells allow can derail prep. The reality is that the GM has to be obvious about using Force if they are disallowing spells to function. I'm on record that Force isn't inherently bad, and good play most certainly exists alongside it (else all published adventures would fail), I'm just being explicit about the fact the any ruling disallowing or altering spell resolutions is obvious GM Force. Doesn't mean it's bad.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8426989, member: 16814"] Spells step very far outside the realm of most other character abilities in that many create entirely new situations. Instead of fireball, take Banishment, or Illusion spells, or Charm Person. These radically alter the fictional situation and some force continued narration according to the binding resolution on the GM. The points about anit-magic zones are still rule-0 Force but by more roundabout means. Here the GM is imposing Force through prep decisions rather than in-resolution decisions. This can be better, and even move away from Force, if there's a fictional reason that facing the players and a way to manipulate this available to the players. Most of my experience with anti-magic is just the GM shutting down magic, usually for plot reasons, because otherwise the narrative control that spells allow can derail prep. The reality is that the GM has to be obvious about using Force if they are disallowing spells to function. I'm on record that Force isn't inherently bad, and good play most certainly exists alongside it (else all published adventures would fail), I'm just being explicit about the fact the any ruling disallowing or altering spell resolutions is obvious GM Force. Doesn't mean it's bad. [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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