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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="FrogReaver" data-source="post: 8444603" data-attributes="member: 6795602"><p>Agreed.</p><p></p><p></p><p>I wouldn't consider the later to be metagamey. It's just expressing your characters thoughts. It might could have been done more naturally by going by their house or asking the first person you meet in town about them. But that's diverging from your point.</p><p></p><p>Any number of ways. That character isn't here. They died. They disappeared. You meet them and the GM gives you their take on that character. I don't think most GM's mind as long as the player has left enough blank about the character that he can fill in to fit into the fiction, his ability to believably portray, and potentially tie into other fictional elements.</p><p></p><p>Agreed. The GM might even use that random roll to riff off some important details about said character. "They joined the army". Etc.</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>Agreed. Though you are using particular language that comes across derogatory to the concept. Sometimes the adventure hook isn't a stand in for a brute force or quest giver type adventure. Sometimes it's really about crafting a hook that the player has indicated he's interested in via his backstory and giving the player an opportunity to engage with that. Which is quite a bit different from what you describe above.</p><p></p><p></p><p>Agreed. Or perhaps the potential pre-planned adventure is better framed as giving the player an opportunity to choose to go on a particular adventure that aligns with his characters priorities. Heck one could even present 2 competing adventures based on 2 different character priorities to make the player have to choose what's more important so everyone learns more about his character. To me this kind of stuff seems very similar to story now in many important ways and I think it's important to note how other playstyles achieve similar results in this arena because often this gets referred to as something that only story now does when it isn't.</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>Agreed.</p><p></p><p>Agreed. But this is also the same if the authority is the players. Or a hybrid of GM/Player authority. Or if there's a mechanic that determines who gets the authority, etc. It always depends on how whoever has authority decides to exercise it.</p><p></p><p>Agreed. I think it matters who has the authority in those situations and what the resulting fiction is much more than it matters what mechanics they engage with that authority to determine the resulting fiction. </p><p></p><p>Who has such authorities is one of the biggest impacts on play experience IMO.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8444603, member: 6795602"] Agreed. I wouldn't consider the later to be metagamey. It's just expressing your characters thoughts. It might could have been done more naturally by going by their house or asking the first person you meet in town about them. But that's diverging from your point. Any number of ways. That character isn't here. They died. They disappeared. You meet them and the GM gives you their take on that character. I don't think most GM's mind as long as the player has left enough blank about the character that he can fill in to fit into the fiction, his ability to believably portray, and potentially tie into other fictional elements. Agreed. The GM might even use that random roll to riff off some important details about said character. "They joined the army". Etc. Agreed. Agreed. Though you are using particular language that comes across derogatory to the concept. Sometimes the adventure hook isn't a stand in for a brute force or quest giver type adventure. Sometimes it's really about crafting a hook that the player has indicated he's interested in via his backstory and giving the player an opportunity to engage with that. Which is quite a bit different from what you describe above. Agreed. Or perhaps the potential pre-planned adventure is better framed as giving the player an opportunity to choose to go on a particular adventure that aligns with his characters priorities. Heck one could even present 2 competing adventures based on 2 different character priorities to make the player have to choose what's more important so everyone learns more about his character. To me this kind of stuff seems very similar to story now in many important ways and I think it's important to note how other playstyles achieve similar results in this arena because often this gets referred to as something that only story now does when it isn't. Agreed. Agreed. Agreed. But this is also the same if the authority is the players. Or a hybrid of GM/Player authority. Or if there's a mechanic that determines who gets the authority, etc. It always depends on how whoever has authority decides to exercise it. Agreed. I think it matters who has the authority in those situations and what the resulting fiction is much more than it matters what mechanics they engage with that authority to determine the resulting fiction. Who has such authorities is one of the biggest impacts on play experience IMO. [/QUOTE]
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