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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: 8437233" data-attributes="member: 7025508"><p>No, I mean players. Though, yes, character and player knowledge being closely aligned is desirable.</p><p></p><p>But what I mean is thinking about how things appear to players, how they receive the information etc. I feel that often in these discussions people worry about the sort of purity of GM methodology that is mostly invisible to the players.</p><p></p><p></p><p></p><p>Right. And I get that a lot of people here care about how things are done, even if it wouldn't affect their experience in practice. And I just don't understand why... If you had an interesting and fun experience, why it matter how it was achieved? But I think this might be simply a matter of people's brains being wired too differently and thus me being fundamentally unable to get this.</p><p></p><p></p><p>Why hide what? Hiding use of the force at the moment is to maintain the illusion of the game world being objective and real; though of course the players know it isn't, but one doesn't want to bring attention to that during the game.</p><p></p><p></p><p>Sure. If it is not fun for you, don't do it. But when I said it might lessen my fun as a GM, I mean very mildly. It is like I might feel that I failed to design things properly so that they would run smoothly without little jury rigging.</p><p></p><p></p><p>In a game there are small decisions: do we go left or right, does this random encounter gnoll live or die, do we speak to the priest or the blacksmith. Then there are big decisions: is my family more important than my honour, what lengths I will go to get my vengeance, will I sacrifice my love for the greater good. And I feel it might be pretty justified to use force on some of those small decisions, if it ensures that we get to the situation where the players can make those big decisions.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8437233, member: 7025508"] No, I mean players. Though, yes, character and player knowledge being closely aligned is desirable. But what I mean is thinking about how things appear to players, how they receive the information etc. I feel that often in these discussions people worry about the sort of purity of GM methodology that is mostly invisible to the players. Right. And I get that a lot of people here care about how things are done, even if it wouldn't affect their experience in practice. And I just don't understand why... If you had an interesting and fun experience, why it matter how it was achieved? But I think this might be simply a matter of people's brains being wired too differently and thus me being fundamentally unable to get this. Why hide what? Hiding use of the force at the moment is to maintain the illusion of the game world being objective and real; though of course the players know it isn't, but one doesn't want to bring attention to that during the game. Sure. If it is not fun for you, don't do it. But when I said it might lessen my fun as a GM, I mean very mildly. It is like I might feel that I failed to design things properly so that they would run smoothly without little jury rigging. In a game there are small decisions: do we go left or right, does this random encounter gnoll live or die, do we speak to the priest or the blacksmith. Then there are big decisions: is my family more important than my honour, what lengths I will go to get my vengeance, will I sacrifice my love for the greater good. And I feel it might be pretty justified to use force on some of those small decisions, if it ensures that we get to the situation where the players can make those big decisions. [/QUOTE]
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