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<blockquote data-quote="EzekielRaiden" data-source="post: 8307683" data-attributes="member: 6790260"><p>Oh, fully agreed on the "whose side is the GM on" stuff. "Be a fan of the characters" is a Principle, after all, but again I see those as being more not-quite-rules but more-than-guidance "best practices." That is, less strident than proper rules, but way more strident than "suggestions" or "guidelines." Whereas the stuff about answering a question honestly or giving interesting and useful info really is a <em>rule</em>, where you really, <em>really</em> shouldn't break it unless there's an exceptionally good reason to do so, which should be a rare and noteworthy event. "Be a fan of the characters" should shape your behavior without defining it, while "answer honestly" and "the GM may ask what tale, song, or legend you heard this in. Tell them, now," should define your behavior unless doing so would be genuinely unacceptable.</p><p></p><p></p><p>Yeah, that's what I meant. The quote is, I admit, very purely adversarial, given the man was writing about how to win wars. The principle behind it, however, can be applied to anything where logistical skill and the wisdom of choosing the <em>right</em> objectives when having finite time and finite resources. The adversarial nature of war is what induces these finite limits for Sun Tzu; in something like business, it's applied by a mix of adversarial (competition) and environmental/procedural effects (resource availability, taxes, shipping, etc.); in something like novel writing, it's applied by publishers, editors, deadlines, prior work, and your personal financial needs; etc.</p><p></p><p>Interesting that you draw a distinction between "the experience of the players" and "whatever is going on with the characters." While I agree the two can never be <em>identical</em>, it seems to me that DW does its utmost to map the player experiences 1:1 with the characters' situations. That is, anything the players experience should either be rooted in or directly lead to some component of the characters' situations, and no part of the character's situation should <em>fail</em> to be the ground or product of the players' experiences. Do you disagree?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8307683, member: 6790260"] Oh, fully agreed on the "whose side is the GM on" stuff. "Be a fan of the characters" is a Principle, after all, but again I see those as being more not-quite-rules but more-than-guidance "best practices." That is, less strident than proper rules, but way more strident than "suggestions" or "guidelines." Whereas the stuff about answering a question honestly or giving interesting and useful info really is a [I]rule[/I], where you really, [I]really[/I] shouldn't break it unless there's an exceptionally good reason to do so, which should be a rare and noteworthy event. "Be a fan of the characters" should shape your behavior without defining it, while "answer honestly" and "the GM may ask what tale, song, or legend you heard this in. Tell them, now," should define your behavior unless doing so would be genuinely unacceptable. Yeah, that's what I meant. The quote is, I admit, very purely adversarial, given the man was writing about how to win wars. The principle behind it, however, can be applied to anything where logistical skill and the wisdom of choosing the [I]right[/I] objectives when having finite time and finite resources. The adversarial nature of war is what induces these finite limits for Sun Tzu; in something like business, it's applied by a mix of adversarial (competition) and environmental/procedural effects (resource availability, taxes, shipping, etc.); in something like novel writing, it's applied by publishers, editors, deadlines, prior work, and your personal financial needs; etc. Interesting that you draw a distinction between "the experience of the players" and "whatever is going on with the characters." While I agree the two can never be [I]identical[/I], it seems to me that DW does its utmost to map the player experiences 1:1 with the characters' situations. That is, anything the players experience should either be rooted in or directly lead to some component of the characters' situations, and no part of the character's situation should [I]fail[/I] to be the ground or product of the players' experiences. Do you disagree? [/QUOTE]
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