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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="pemerton" data-source="post: 8431133" data-attributes="member: 42582"><p>I think so. See my posts upthread about bad GMs! (Two were in AD&D; one was RM.)</p><p></p><p>As someone - [USER=16586]@Campbell[/USER], I think - already posted, we have here a hard move without any intimation from a prior soft move, in a context where the player has an ability on their sheet (ie Folk Hero) which has the precise purpose of taking this sort of hard move off the table.</p><p></p><p>I may now just be parroting Campbell, as I haven't gone back upthread, but I think an appropriate soft move in this sort of context might be <em>Your hosts feed you a rushed breakfast just as the sun is rising. "You'll have to leave," they say. "The Duke's soldiers are searching the countryside, and there's nowhere for you to hide here if they come and search us."</em> Then the resolution framework becomes one of evasion, or skirmish, or whatever else makes sense based on how you leave the house. (Assuming you do. Maybe you decide that you can best defend yourselves from their house, in which case things head in a different direction, which could have implications for your Folk Hero status if you're not careful!)</p><p></p><p>I am quoting from the Basic PDF:</p><p></p><p style="margin-left: 20px">Page 28: <em>Cunning Action</em> . . . You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Page 37: <em>Acolyte Feature - Shelter of the Faithful </em>As an acolyte, you command the respect of those who share your faith . . . You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple . . . While near your temple, you can all upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Page 63: <em>Travel Pace</em> While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. . . . The travel pace table assumes that characters travel for 8 hours in a day. . . . For each additional hour of travel beyond 8 hours, the character cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Page 69: <em>Combat - Your Turn</em> On your turn, you can <strong>move </strong>a distance up to your speed and <strong>take one action</strong>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Page 71: <em>Actions in Combat </em>When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. . . . When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.</p><p></p><p>That's obviously just a tiny smattering of what I could have quoted. Those are rules of the game. They clearly give players agency over the content of the shared fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8431133, member: 42582"] I think so. See my posts upthread about bad GMs! (Two were in AD&D; one was RM.) As someone - [USER=16586]@Campbell[/USER], I think - already posted, we have here a hard move without any intimation from a prior soft move, in a context where the player has an ability on their sheet (ie Folk Hero) which has the precise purpose of taking this sort of hard move off the table. I may now just be parroting Campbell, as I haven't gone back upthread, but I think an appropriate soft move in this sort of context might be [I]Your hosts feed you a rushed breakfast just as the sun is rising. "You'll have to leave," they say. "The Duke's soldiers are searching the countryside, and there's nowhere for you to hide here if they come and search us."[/I] Then the resolution framework becomes one of evasion, or skirmish, or whatever else makes sense based on how you leave the house. (Assuming you do. Maybe you decide that you can best defend yourselves from their house, in which case things head in a different direction, which could have implications for your Folk Hero status if you're not careful!) I am quoting from the Basic PDF: [indent]Page 28: [I]Cunning Action[/I] . . . You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Page 37: [I]Acolyte Feature - Shelter of the Faithful [/I]As an acolyte, you command the respect of those who share your faith . . . You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple . . . While near your temple, you can all upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Page 63: [I]Travel Pace[/I] While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. . . . The travel pace table assumes that characters travel for 8 hours in a day. . . . For each additional hour of travel beyond 8 hours, the character cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. Page 69: [I]Combat - Your Turn[/I] On your turn, you can [B]move [/B]a distance up to your speed and [B]take one action[/B]. Page 71: [I]Actions in Combat [/I]When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. . . . When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.[/indent] That's obviously just a tiny smattering of what I could have quoted. Those are rules of the game. They clearly give players agency over the content of the shared fiction. [/QUOTE]
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