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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8654743" data-attributes="member: 42582"><p>What is the priest going to want you to promise? It mightn't be so easy.</p><p></p><p>I think it is relevant to conjecturing about how the game works, yes. As I already posted, I think that you are looking for differences in the wrong place - PC build and authority - rather than where it is actually located, which is in the rules and principles that govern what the GM says.</p><p></p><p>You are not correct. The player has no authority over what a NPC believes or knows. The GM is at liberty to <em>ask</em> the player - a type of delegation of their authority to the player - but is not obliged to do that.</p><p></p><p>I posted the move - <em>on a hit (ie 7+), the NPC does what you ask them to do</em> - and I posted the relevant rule about authority distribution - "Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does".</p><p></p><p>If the player has their PC read a NPC, then as I posted upthread, the player can ask questions that the GM must answer truthfully. It is the GM who is answering the questions, though. (Unless they delegate to the player.)</p><p></p><p>All RPGs have this. If I ask the D&D GM "What's in the room", they have to answer, and they have to answer with room-ish things.</p><p></p><p>Upthread [USER=71699]@clearstream[/USER] posted 5e social resolution rules, which permit players, via their PCs, to successfully influence, ask questions, etc of a NPC. That requires the GM to exercise their authority over content in particular ways.</p><p></p><p>This is why I am saying that you are looking for the difference in the wrong place. If you read on, you'll come to the punchline soon.</p><p></p><p>But I'm not. The player didn't make a move. They just looked in the safe. That's not a move.</p><p></p><p>What does the work that you are objecting to is the rules that govern whether the GM makes a soft move or a hard move. Unless the player misses a roll (6-) or offers an opportunity on a plate (see my example upthread of jumping the gorge on a bike after the GM's already described it as a wide gorge), the GM can only make a soft move. So <em>the safe is empty</em>, which would be a hard move, is off the table.</p><p></p><p>Conversely, in D&D the GM is at liberty to make hard moves whenever the pre-established fiction permits them too (eg their notes say that there is no dirt in the safe). This is why I say you are looking in the wrong place. We could add in the custom moves I flagged upthread, that are presented as an option by Vincent Baker in the rulebook and that permit adjusting the target numbers based on difficulty, and that would not make the game any more simulationist. And would not go one iota towards changing what it is that is important to you.</p><p></p><p>What is making the game different from what you want is not the PC build and not the authority structure and not even the player moves, but the rules about what moves the GM is allowed to make.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8654743, member: 42582"] What is the priest going to want you to promise? It mightn't be so easy. I think it is relevant to conjecturing about how the game works, yes. As I already posted, I think that you are looking for differences in the wrong place - PC build and authority - rather than where it is actually located, which is in the rules and principles that govern what the GM says. You are not correct. The player has no authority over what a NPC believes or knows. The GM is at liberty to [i]ask[/i] the player - a type of delegation of their authority to the player - but is not obliged to do that. I posted the move - [i]on a hit (ie 7+), the NPC does what you ask them to do[/i] - and I posted the relevant rule about authority distribution - "Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does". If the player has their PC read a NPC, then as I posted upthread, the player can ask questions that the GM must answer truthfully. It is the GM who is answering the questions, though. (Unless they delegate to the player.) All RPGs have this. If I ask the D&D GM "What's in the room", they have to answer, and they have to answer with room-ish things. Upthread [USER=71699]@clearstream[/USER] posted 5e social resolution rules, which permit players, via their PCs, to successfully influence, ask questions, etc of a NPC. That requires the GM to exercise their authority over content in particular ways. This is why I am saying that you are looking for the difference in the wrong place. If you read on, you'll come to the punchline soon. But I'm not. The player didn't make a move. They just looked in the safe. That's not a move. What does the work that you are objecting to is the rules that govern whether the GM makes a soft move or a hard move. Unless the player misses a roll (6-) or offers an opportunity on a plate (see my example upthread of jumping the gorge on a bike after the GM's already described it as a wide gorge), the GM can only make a soft move. So [i]the safe is empty[/i], which would be a hard move, is off the table. Conversely, in D&D the GM is at liberty to make hard moves whenever the pre-established fiction permits them too (eg their notes say that there is no dirt in the safe). This is why I say you are looking in the wrong place. We could add in the custom moves I flagged upthread, that are presented as an option by Vincent Baker in the rulebook and that permit adjusting the target numbers based on difficulty, and that would not make the game any more simulationist. And would not go one iota towards changing what it is that is important to you. What is making the game different from what you want is not the PC build and not the authority structure and not even the player moves, but the rules about what moves the GM is allowed to make. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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