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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Manbearcat" data-source="post: 8436437" data-attributes="member: 6696971"><p>TO BE CLEAR </p><p></p><p>I'm not going to engage with clueless and petty edition warring. Not going to do it. Don't have the time. Don't have the inclination (and I've done it plenty of times before with 0 RoI).</p><p></p><p>I'll talk to you right quick on this Lanefan.</p><p></p><p></p><p></p><p></p><p>Rules encode information so players can (a) marry thematics to gamestate inputs and outputs and (b) make decisions and understand the consequences.</p><p></p><p>Why would I tell them all the stuff above?</p><p></p><p>* A father who is a Standard Soldier with an Aura that buffs his daughter and an Immediate Interrupt that protects her by soaking an attack says:</p><p></p><p>- This is a capable father (possibly a huntsman or a town guard) who is ready, willing, and very able to protect his daughter and trade his life for hers. </p><p></p><p>- Mechanically it says, "keep her close to him...don't let the monster's capabilities (eg grab him and move him or dunk him in the water) separate them."</p><p></p><p>- For the girl it says, she is scrappy and cunning and (shocker) small enough to be able to squirm in and out of trouble.</p><p></p><p>- The Skill Challenge conflict resolution mechanic encodes specific info so the players are intimately informed on how to get the NPCs out of trouble (it establishes finality...the GM doesn't get to just say "nope...you need to do more"; or "it establishes a win condition for the scene").</p><p></p><p></p><p>Rules and PC build structure and situation framing encode and integrate information so players can make thematic and tactical and strategic decision. Love it or hate it (you hate it...we know), that is what all that stuff does.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8436437, member: 6696971"] TO BE CLEAR I'm not going to engage with clueless and petty edition warring. Not going to do it. Don't have the time. Don't have the inclination (and I've done it plenty of times before with 0 RoI). I'll talk to you right quick on this Lanefan. Rules encode information so players can (a) marry thematics to gamestate inputs and outputs and (b) make decisions and understand the consequences. Why would I tell them all the stuff above? * A father who is a Standard Soldier with an Aura that buffs his daughter and an Immediate Interrupt that protects her by soaking an attack says: - This is a capable father (possibly a huntsman or a town guard) who is ready, willing, and very able to protect his daughter and trade his life for hers. - Mechanically it says, "keep her close to him...don't let the monster's capabilities (eg grab him and move him or dunk him in the water) separate them." - For the girl it says, she is scrappy and cunning and (shocker) small enough to be able to squirm in and out of trouble. - The Skill Challenge conflict resolution mechanic encodes specific info so the players are intimately informed on how to get the NPCs out of trouble (it establishes finality...the GM doesn't get to just say "nope...you need to do more"; or "it establishes a win condition for the scene"). Rules and PC build structure and situation framing encode and integrate information so players can make thematic and tactical and strategic decision. Love it or hate it (you hate it...we know), that is what all that stuff does. [/QUOTE]
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