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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Crimson Longinus" data-source="post: 8436979" data-attributes="member: 7025508"><p>In real life objective truth exist. In fiction it doesn't. In fiction the truth is what we are told.</p><p></p><p></p><p>What I am trying to do is take things to the level at which they're actually experienced. When GMing it is important to recognise how things actually appear/seem/feel to the players. In these discussions a lot of people seem to talk things about some omniscient objective perspective. But that is not what the players experience.</p><p></p><p></p><p>But again, if the player feel that what they declared mattered, how is it different from their perspective?</p><p></p><p></p><p>Yeah, I agree with all of these. These are the reasons I limit my use of force as GM. But I also recognise that it is just for my own enjoyment, not for the players. They wouldn't know.</p><p></p><p></p><p>Yes, I want that too. And if the GM was a masterful illusionist that made me feel like that even though they had planned it all, my experience would be exactly the same.</p><p></p><p></p><p></p><p>I find these discussions interesting, It is always good to see other perspectives, even if you disagreed. I also don't think that our GMing styles in practice differ significantly, I just feel that certain things are not bad in similar dogmatic way than you do. I don't use force often. I however I don't think it is a bad tool in any fundamental level. Ultimately I aim to provide good experience for the players, and I feel using force often makes things less fun for me, but more fun for them. Because making things more fun for the players would be the only reason for me to use force.</p><p></p><p>I really wish discussions could move past 'force bad!' 'no, force good!' stage and we could discuss what applications of force are beneficial. For example GM might use force/illusionsm/railroading to force a situation that would be relevant to the characters bonds/flaws/motivations, provide challenge that would resonate with the important player authored aspects of the character and let the player make significant decision relating to things that are relevant to their character. Basically the GM might railroad on micro level to give the player an opportunity to use their agency on macro level.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8436979, member: 7025508"] In real life objective truth exist. In fiction it doesn't. In fiction the truth is what we are told. What I am trying to do is take things to the level at which they're actually experienced. When GMing it is important to recognise how things actually appear/seem/feel to the players. In these discussions a lot of people seem to talk things about some omniscient objective perspective. But that is not what the players experience. But again, if the player feel that what they declared mattered, how is it different from their perspective? Yeah, I agree with all of these. These are the reasons I limit my use of force as GM. But I also recognise that it is just for my own enjoyment, not for the players. They wouldn't know. Yes, I want that too. And if the GM was a masterful illusionist that made me feel like that even though they had planned it all, my experience would be exactly the same. I find these discussions interesting, It is always good to see other perspectives, even if you disagreed. I also don't think that our GMing styles in practice differ significantly, I just feel that certain things are not bad in similar dogmatic way than you do. I don't use force often. I however I don't think it is a bad tool in any fundamental level. Ultimately I aim to provide good experience for the players, and I feel using force often makes things less fun for me, but more fun for them. Because making things more fun for the players would be the only reason for me to use force. I really wish discussions could move past 'force bad!' 'no, force good!' stage and we could discuss what applications of force are beneficial. For example GM might use force/illusionsm/railroading to force a situation that would be relevant to the characters bonds/flaws/motivations, provide challenge that would resonate with the important player authored aspects of the character and let the player make significant decision relating to things that are relevant to their character. Basically the GM might railroad on micro level to give the player an opportunity to use their agency on macro level. [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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