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<blockquote data-quote="pemerton" data-source="post: 5586050" data-attributes="member: 42582"><p>When I said "the GM is not going to 'gotcha' the player", I glossed it with a reference to my discussion upthread of the considerations that I think are relevant to working out the downstream consequences of the dwarf PC in my game having led his former-tormentors-now-followers to an unhappy squashing-by-behemoth. What I am talking about here, and what that gloss was meant to indicate, is the relevance, for a narrativist/thematically-driven playstyle, of parameters on the determination of consequences <em>other than</em> "what would naturally flow". (Where "naturally" might be understood as "naturally, given ingame causality and logic" or "naturally, given the genre" - not that these need be mutually exclusive ways of reasoning.)</p><p></p><p>Glossing the gloss: I'm not sure, in a simulationist game, how a GM would decide whether or not one of the squashed NPCs, despite being a former tormentor, had also been responsible for saving the lives of the PC's family. Perhaps a die roll would be used to do the job. Or maybe it would be deemed so improbable that the possibility is disregarded.</p><p></p><p>In the sort of game I play, though, I will make that decision based on my best attempt to drive the game forward without negating or invalidating the player's engagements and decisions to date - which includes, in this case, a consideration of how fair or appropriate it is to turn something that the player treated in a rather light-hearted or humorous fashion into something much heavier and more serious.</p><p></p><p>This is what I take Laws to be talking about (in a quote I reproduced way upthread) when he talks about challenging the PCs so that the players will in turn challenge you. It is also part of what I take to be in the mind of the author of the blog I quoted a few posts up when he talks about experience helping a GM determine consequences - because if I stuff this up, then instead of choices producing consequences producing choices etc, I'll risk getting player withdrawal and turtling instead.</p><p></p><p>I'm not sure I follow this. Are you saying that you don't think I have identified a relevant difference between simulationist and narrativist play styles? Or that you don't/wouldn't enjoy narrativist play? Or that narrativist play is mistaken or misguided in some fashion? Or something else?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5586050, member: 42582"] When I said "the GM is not going to 'gotcha' the player", I glossed it with a reference to my discussion upthread of the considerations that I think are relevant to working out the downstream consequences of the dwarf PC in my game having led his former-tormentors-now-followers to an unhappy squashing-by-behemoth. What I am talking about here, and what that gloss was meant to indicate, is the relevance, for a narrativist/thematically-driven playstyle, of parameters on the determination of consequences [I]other than[/I] "what would naturally flow". (Where "naturally" might be understood as "naturally, given ingame causality and logic" or "naturally, given the genre" - not that these need be mutually exclusive ways of reasoning.) Glossing the gloss: I'm not sure, in a simulationist game, how a GM would decide whether or not one of the squashed NPCs, despite being a former tormentor, had also been responsible for saving the lives of the PC's family. Perhaps a die roll would be used to do the job. Or maybe it would be deemed so improbable that the possibility is disregarded. In the sort of game I play, though, I will make that decision based on my best attempt to drive the game forward without negating or invalidating the player's engagements and decisions to date - which includes, in this case, a consideration of how fair or appropriate it is to turn something that the player treated in a rather light-hearted or humorous fashion into something much heavier and more serious. This is what I take Laws to be talking about (in a quote I reproduced way upthread) when he talks about challenging the PCs so that the players will in turn challenge you. It is also part of what I take to be in the mind of the author of the blog I quoted a few posts up when he talks about experience helping a GM determine consequences - because if I stuff this up, then instead of choices producing consequences producing choices etc, I'll risk getting player withdrawal and turtling instead. I'm not sure I follow this. Are you saying that you don't think I have identified a relevant difference between simulationist and narrativist play styles? Or that you don't/wouldn't enjoy narrativist play? Or that narrativist play is mistaken or misguided in some fashion? Or something else? [/QUOTE]
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