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RPG Theory - Restrictions and Authority
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<blockquote data-quote="hawkeyefan" data-source="post: 8665273" data-attributes="member: 6785785"><p>Sure, that's true! </p><p></p><p></p><p></p><p>I'm thinking here of a comparison using two games I'm currently playing. Let's say my character is in a situation where something has been revealed, and there's a chance my character knows something about it. </p><p></p><p>In my 5e D&D game, I would ask the GM if I know anything about X. The GM would consider what if anything it is even possible for me to know about X, and then would set a DC for that knowledge. He'd then call for a roll, indicating the Ability and any applicable Skill. He may or may not share the DC with me. I'd roll and share the results. The GM would then determine what I know based on the result of the roll. This process is chock full of GM authority. </p><p></p><p>In my Stonetop game, I would declare that I was attempting to draw on my accumulated knowledge which would trigger the Know Things move. The GM would tell me to roll, and I'd roll 2d6 and add my INT modifier (or perhaps another modifier if I have certain playbook abilities). The results are set. On a 10+ the GM is obliged to offer me something both interesting and useful. On a 7-9 the GM must tell me something interesting, and then it's up to me to make it useful. On a 6 or less, the GM will make a move of some sort in response.On either a 10+ or a 7-9, the GM may ask me to explain how I know this. </p><p></p><p>In the Stonetop example, there's far less GM authority. However, there's not a huge increase in player authority, either. I think the player is a bit more informed in that he knows his chances for success, and knows what he will get based on the results of the roll. But is the player's authority really increased? If it is, I'd only say that it is such that deciding to make such a roll carries a risk, and so the player has introduced this risk to the game; he's made this thing that has been introduced more focal to play, and play will now depend on this thing in some way. But I don't know if this is the kind of authority you are thinking of, [USER=6795602]@FrogReaver[/USER] . Certainly the player doesn't get to dictate what the information he gains from the roll may be, or anything along those lines. </p><p></p><p>In each case, the authority comes from the rules of the game. The constraint on the participants is according to the rules. In D&D 5e, this type of action requires a lot of input from the GM, with minimal direction other than whether a roll succeeds or fails to hit the DC. It's hard to even pinpoint the constraints in this set up. In Stonetop, the GM is still the one that comes up with the information that results from a success, but he is obligated to make it interesting and possibly also useful, depending on the result. He's also obligated to make a responding Move in the case of a failure. The constraints are more specific.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8665273, member: 6785785"] Sure, that's true! I'm thinking here of a comparison using two games I'm currently playing. Let's say my character is in a situation where something has been revealed, and there's a chance my character knows something about it. In my 5e D&D game, I would ask the GM if I know anything about X. The GM would consider what if anything it is even possible for me to know about X, and then would set a DC for that knowledge. He'd then call for a roll, indicating the Ability and any applicable Skill. He may or may not share the DC with me. I'd roll and share the results. The GM would then determine what I know based on the result of the roll. This process is chock full of GM authority. In my Stonetop game, I would declare that I was attempting to draw on my accumulated knowledge which would trigger the Know Things move. The GM would tell me to roll, and I'd roll 2d6 and add my INT modifier (or perhaps another modifier if I have certain playbook abilities). The results are set. On a 10+ the GM is obliged to offer me something both interesting and useful. On a 7-9 the GM must tell me something interesting, and then it's up to me to make it useful. On a 6 or less, the GM will make a move of some sort in response.On either a 10+ or a 7-9, the GM may ask me to explain how I know this. In the Stonetop example, there's far less GM authority. However, there's not a huge increase in player authority, either. I think the player is a bit more informed in that he knows his chances for success, and knows what he will get based on the results of the roll. But is the player's authority really increased? If it is, I'd only say that it is such that deciding to make such a roll carries a risk, and so the player has introduced this risk to the game; he's made this thing that has been introduced more focal to play, and play will now depend on this thing in some way. But I don't know if this is the kind of authority you are thinking of, [USER=6795602]@FrogReaver[/USER] . Certainly the player doesn't get to dictate what the information he gains from the roll may be, or anything along those lines. In each case, the authority comes from the rules of the game. The constraint on the participants is according to the rules. In D&D 5e, this type of action requires a lot of input from the GM, with minimal direction other than whether a roll succeeds or fails to hit the DC. It's hard to even pinpoint the constraints in this set up. In Stonetop, the GM is still the one that comes up with the information that results from a success, but he is obligated to make it interesting and possibly also useful, depending on the result. He's also obligated to make a responding Move in the case of a failure. The constraints are more specific. [/QUOTE]
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