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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: 8440113" data-attributes="member: 42582"><p>Well, AW states multiple principles, including: say what honesty and prep demand; be a fan of the characters; respond with [trouble] and intermittent rewards. But the core orientation is pretty clear: drama, not in-fiction causation. This is driven home by the way the player-side moves work, by the principles around misdirecting and never naming a GM move, and by the many examples of play.</p><p></p><p>An interesting approach to this is Marvel Heroic RP. The threat or the reality of harm to civilians would be a scene distinction, and there are rules that govern when and how the GM can introduce scene distinctions. Some of it requires judgement calls - <em>crowds of bystanders fleeing as Magneto lifts the skyscraper out of the ground</em> might be just colour, but Crowds of Bystanders Threatened by Falling Girders would be a scene distinction.</p><p></p><p>The less formal and more relaxed the process whereby the GM can turn colour into significant consequences (like a bystander being squashed by a falling girder), the greater the risk that the players will feel railroaded, I think. BW doesn't use formal processes here like MHRP does; it relies on principles for narrating success and failure. AW uses the "soft move", "hard move" sequence of narration.</p><p></p><p>This also bleeds into the issue of "offscreen failure".</p><p></p><p>I think a "living sandbox" is going to tackle this pretty differently from MHRP, BW or AW. The GM has a different sort of licence to extrapolate consequences without filtering them through the scene-framing and action resolution process. That's not a trivial difference, in my view.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8440113, member: 42582"] Well, AW states multiple principles, including: say what honesty and prep demand; be a fan of the characters; respond with [trouble] and intermittent rewards. But the core orientation is pretty clear: drama, not in-fiction causation. This is driven home by the way the player-side moves work, by the principles around misdirecting and never naming a GM move, and by the many examples of play. An interesting approach to this is Marvel Heroic RP. The threat or the reality of harm to civilians would be a scene distinction, and there are rules that govern when and how the GM can introduce scene distinctions. Some of it requires judgement calls - [i]crowds of bystanders fleeing as Magneto lifts the skyscraper out of the ground[/i] might be just colour, but Crowds of Bystanders Threatened by Falling Girders would be a scene distinction. The less formal and more relaxed the process whereby the GM can turn colour into significant consequences (like a bystander being squashed by a falling girder), the greater the risk that the players will feel railroaded, I think. BW doesn't use formal processes here like MHRP does; it relies on principles for narrating success and failure. AW uses the "soft move", "hard move" sequence of narration. This also bleeds into the issue of "offscreen failure". I think a "living sandbox" is going to tackle this pretty differently from MHRP, BW or AW. The GM has a different sort of licence to extrapolate consequences without filtering them through the scene-framing and action resolution process. That's not a trivial difference, in my view. [/QUOTE]
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