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<blockquote data-quote="pemerton" data-source="post: 8301687" data-attributes="member: 42582"><p>That seems like a weakness in your analysis.</p><p></p><p>In classic D&D, if an evil high priest casts Slay Living, the GM has to decide who is the target of that, because the spell is a single target effect. That is the GM playing the NPC in accordance with the system's action resolution rules.</p><p></p><p>In classic D&D, if the GM decides to just frame a scene with an evil high priest even though that is not part of the map-and-key, and is not generated by a wandering monster role, that is the GM establishing a situation outside the system parameters. It means that the players' play of their characters up to that point, including their husbanding of resources, becomes negated.</p><p></p><p>Only the second is "force". And it clearly pushes against the possibility of skilled play.</p><p></p><p></p><p>Can you give an example of what you mean by a GM decision that "elevates player skill", by reference to an actual RPG system and approach?</p><p></p><p></p><p>Your EDIT is not correct, I don't think. The players can declare actions, outcomes result, but the GM make decisions about the background fiction which mean that the consequences of those outcomes are no more or less than what the GM decides they should be. That would not be a monologue; but would be a very common way of approaching RPGs. I've seen multiple TSR and WotC modules, for instance, that advise the GM to do this.</p><p></p><p>I still do not really understand what you are trying to establish in your posts. Can you give an actual play example of something that you think manifests skilled play, but that you think other posters are wrongly failing to classify in that way?</p></blockquote><p></p>
[QUOTE="pemerton, post: 8301687, member: 42582"] That seems like a weakness in your analysis. In classic D&D, if an evil high priest casts Slay Living, the GM has to decide who is the target of that, because the spell is a single target effect. That is the GM playing the NPC in accordance with the system's action resolution rules. In classic D&D, if the GM decides to just frame a scene with an evil high priest even though that is not part of the map-and-key, and is not generated by a wandering monster role, that is the GM establishing a situation outside the system parameters. It means that the players' play of their characters up to that point, including their husbanding of resources, becomes negated. Only the second is "force". And it clearly pushes against the possibility of skilled play. Can you give an example of what you mean by a GM decision that "elevates player skill", by reference to an actual RPG system and approach? Your EDIT is not correct, I don't think. The players can declare actions, outcomes result, but the GM make decisions about the background fiction which mean that the consequences of those outcomes are no more or less than what the GM decides they should be. That would not be a monologue; but would be a very common way of approaching RPGs. I've seen multiple TSR and WotC modules, for instance, that advise the GM to do this. I still do not really understand what you are trying to establish in your posts. Can you give an actual play example of something that you think manifests skilled play, but that you think other posters are wrongly failing to classify in that way? [/QUOTE]
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