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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: 8440401" data-attributes="member: 42582"><p>I've just read [USER=16814]@Ovinomancer[/USER]'s account of the living sandbox he played in. I think it drives home the central place of <em>principles</em> or, if one prefers, <em>reasons</em>, that determine how the GM extrapolates and adjudicates.</p><p></p><p>Is the goal to present things as naturalistically as possible? To engage the players' hooks? Is the GM's prep a set of "tools" and other stuff to support improv? Or is it binding?</p><p></p><p>I don't mean my categories in the previous paragraph to be exhaustive - they're just some of the more obvious possibilities. And <em>even if the GM has authority over much of the shared fiction</em>, the play experience that results can vary greatly depending on what principles the GM follows - or to use the alternative vocabularies, depending on the reasons that inform the GM's decision-making about the shared fiction.</p><p></p><p>We can see this in [USER=16586]@Campbell[/USER]'s "story now in the streets, right to dream in the sheets". That might involve the same degree of GM authority over the shared fiction as a procedural hexcrawl does, but is going to produce a pretty different play experience! For instance, it's going to support dramatic character development in a way that a hexcrawl won't.</p><p></p><p>EDIT: Just to elaborate further on one aspect of this - when a GM posts that they treat their backstory as flexible and non-binding, is that a reason to think their game is more or less raildroad-y than it might otherwise be? The answer is - <em>we can't tell from that statement alone</em>! At the very minimum we'd need to know the way that flexible approach to prepared backstory affects their framing and their resolution. After all, a railroader has to be pretty flexible vis-a-vis backstory to keep things on the track (eg by generating new offscreen backstory that ensures things go the right way even if the PCs miss a vital clue, or kill a vital NPC too early, or whatever); and a "situation first" GM running a system like BW or AW has to be pretty flexible vis-a-vis their emerging ideas about backstory in order to present consequences and to feed into framing in the way those systems demand.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8440401, member: 42582"] I've just read [USER=16814]@Ovinomancer[/USER]'s account of the living sandbox he played in. I think it drives home the central place of [i]principles[/i] or, if one prefers, [i]reasons[/i], that determine how the GM extrapolates and adjudicates. Is the goal to present things as naturalistically as possible? To engage the players' hooks? Is the GM's prep a set of "tools" and other stuff to support improv? Or is it binding? I don't mean my categories in the previous paragraph to be exhaustive - they're just some of the more obvious possibilities. And [i]even if the GM has authority over much of the shared fiction[/i], the play experience that results can vary greatly depending on what principles the GM follows - or to use the alternative vocabularies, depending on the reasons that inform the GM's decision-making about the shared fiction. We can see this in [USER=16586]@Campbell[/USER]'s "story now in the streets, right to dream in the sheets". That might involve the same degree of GM authority over the shared fiction as a procedural hexcrawl does, but is going to produce a pretty different play experience! For instance, it's going to support dramatic character development in a way that a hexcrawl won't. EDIT: Just to elaborate further on one aspect of this - when a GM posts that they treat their backstory as flexible and non-binding, is that a reason to think their game is more or less raildroad-y than it might otherwise be? The answer is - [i]we can't tell from that statement alone[/i]! At the very minimum we'd need to know the way that flexible approach to prepared backstory affects their framing and their resolution. After all, a railroader has to be pretty flexible vis-a-vis backstory to keep things on the track (eg by generating new offscreen backstory that ensures things go the right way even if the PCs miss a vital clue, or kill a vital NPC too early, or whatever); and a "situation first" GM running a system like BW or AW has to be pretty flexible vis-a-vis their emerging ideas about backstory in order to present consequences and to feed into framing in the way those systems demand. [/QUOTE]
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