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General Tabletop Discussion
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Some thoughts on skills.
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<blockquote data-quote="Pedantic" data-source="post: 8917167" data-attributes="member: 6690965"><p>I don't particularly see a problem here. The GM will emulate the fictional world to the best of their ability, including both the information the PCs know and do not know. PCs will often want to find out more information to best achieve their goals.</p><p></p><p></p><p>You're employing a very specific view of the GM's role, which I don't generally ascribe to them. GM's don't frame situations, they provide information about the fictional world, and make decisions for the non-PC actors. Situations emerge from the interactions of the PCs, the setting and the NPCs therein. A PC who can pick locks will attempt to achieve their means by picking locks whenever possible and helpful. A PC who can track will use a different set of tactics than one who can't.</p><p></p><p></p><p>The problem we'll run into, is that you're going to attempt to frame your understanding of the GM's role as a universal framework for roleplaying, I'm going to disagree, and at some point someone will tell me I'm lying (possibly to myself, or possibly in general) and our discussion will thereafter breakdown.</p><p></p><p>I posit the GM's role is to create a fictional world, and then to serve as a window into that world. Players settle on some goals inside that fictional world, and then do their best to achieve them.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8917167, member: 6690965"] I don't particularly see a problem here. The GM will emulate the fictional world to the best of their ability, including both the information the PCs know and do not know. PCs will often want to find out more information to best achieve their goals. You're employing a very specific view of the GM's role, which I don't generally ascribe to them. GM's don't frame situations, they provide information about the fictional world, and make decisions for the non-PC actors. Situations emerge from the interactions of the PCs, the setting and the NPCs therein. A PC who can pick locks will attempt to achieve their means by picking locks whenever possible and helpful. A PC who can track will use a different set of tactics than one who can't. The problem we'll run into, is that you're going to attempt to frame your understanding of the GM's role as a universal framework for roleplaying, I'm going to disagree, and at some point someone will tell me I'm lying (possibly to myself, or possibly in general) and our discussion will thereafter breakdown. I posit the GM's role is to create a fictional world, and then to serve as a window into that world. Players settle on some goals inside that fictional world, and then do their best to achieve them. [/QUOTE]
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