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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: 8441632" data-attributes="member: 42582"><p>I've never tried. There is a rule that <em>no one can invoke the possibility of failure if success is necessary for the investigation to progress</em>. If we assume that the Keeper/GM is the one who manages that rule, then at key moments the system becomes "say 'yes' <em>and </em>roll the dice" where the effect of the die roll is to determine how big a complication the GM can introduce in response. Presumably if running a module, those complications will be taken from the module backstory rather than via an intent-and-task-ish approach.</p><p></p><p>The worry might be that players declare a lot of actions that circumvent or go "off track" vis-a-vis the module. But the GM can probably use complications - and, again, not ones based on intent-and-task - to steer things back on track.</p><p></p><p>I don't know if the above would work. In the abstract I think it looks feasible. A similar approach might be able to be generalised to other pre-scripted play - eg a DL-type adventure. Basically drop the <em>illusionism</em> in favour of the <em>say 'yes' and roll</em> and <em>complications from the module</em> approach. Eg there's no need to fudge to keep PCs alive - in crucial combats where they have to survive it's <em>say yes</em> and roll to see how badly hurt they are on the other side. And there's no need for an "obscure death" rule for NPCs - even though they seemed defeated, it turns out they were just temporarily out of action and now they recur as new complications.</p><p></p><p>Instead if an Insanity die it might be a Passion die - when it gets to 6, your passion overwhelms you and you die of grief or in a mad charge of the Dragon Army or whatever seems appropriat; when it gets to 5 you can take steps to cool your passion, such as cynically distancing yourself from the object of your passion.</p><p></p><p>I'm just making this up as I type, but my gut feel is that it would work as well for DL as the AD&D mechanics do!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8441632, member: 42582"] I've never tried. There is a rule that [i]no one can invoke the possibility of failure if success is necessary for the investigation to progress[/i]. If we assume that the Keeper/GM is the one who manages that rule, then at key moments the system becomes "say 'yes' [I]and [/I]roll the dice" where the effect of the die roll is to determine how big a complication the GM can introduce in response. Presumably if running a module, those complications will be taken from the module backstory rather than via an intent-and-task-ish approach. The worry might be that players declare a lot of actions that circumvent or go "off track" vis-a-vis the module. But the GM can probably use complications - and, again, not ones based on intent-and-task - to steer things back on track. I don't know if the above would work. In the abstract I think it looks feasible. A similar approach might be able to be generalised to other pre-scripted play - eg a DL-type adventure. Basically drop the [i]illusionism[/i] in favour of the [i]say 'yes' and roll[/i] and [i]complications from the module[/i] approach. Eg there's no need to fudge to keep PCs alive - in crucial combats where they have to survive it's [i]say yes[/i] and roll to see how badly hurt they are on the other side. And there's no need for an "obscure death" rule for NPCs - even though they seemed defeated, it turns out they were just temporarily out of action and now they recur as new complications. Instead if an Insanity die it might be a Passion die - when it gets to 6, your passion overwhelms you and you die of grief or in a mad charge of the Dragon Army or whatever seems appropriat; when it gets to 5 you can take steps to cool your passion, such as cynically distancing yourself from the object of your passion. I'm just making this up as I type, but my gut feel is that it would work as well for DL as the AD&D mechanics do! [/QUOTE]
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