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<blockquote data-quote="hawkeyefan" data-source="post: 8424840" data-attributes="member: 6785785"><p>Sure, the previous fiction informs the situation and offers potential outcomes. It doesn’t decide the outcome.</p><p></p><p>“Never happen” seems like a bad way to play a game! We’re not trying to perpetuate a status quo to maintain a profitable IP. We’re trying to playa game and see what happens. </p><p></p><p></p><p></p><p>I don’t think it’s a matter of the tension being misplaced. But it all depends on what the fictional positioning is; the point at which the GM says “what do you do?” </p><p></p><p></p><p></p><p>These all seem like the GM deciding. Why? No roll required doesn’t sound like a game to me. This is my area of concern when it comes to not having a known resolution system in place, which the players can rely on.</p><p></p><p>Maybe the GM thinks something’s a foregone conclusion, but a player thinks there’s a chance one way or the other.</p><p></p><p>For me, that’s what rules and processes are for. So that players can make informed decisions rather than trying to read the GM’s take on things. </p><p></p><p></p><p></p><p></p><p>Right, this is the actual answer. The fiction cannot decide anything, it can only inform the decision. The GM decides. He decides if something is impossible, or if it’s trivial, or of we need to use dice (or whatever randomization method) to determine the outcome. This isn’t true of all FKR games, I imagine….I saw a couple that didn’t function this way. But it seems a common default. </p><p></p><p>Could we change that to the players deciding? What happens then?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8424840, member: 6785785"] Sure, the previous fiction informs the situation and offers potential outcomes. It doesn’t decide the outcome. “Never happen” seems like a bad way to play a game! We’re not trying to perpetuate a status quo to maintain a profitable IP. We’re trying to playa game and see what happens. I don’t think it’s a matter of the tension being misplaced. But it all depends on what the fictional positioning is; the point at which the GM says “what do you do?” These all seem like the GM deciding. Why? No roll required doesn’t sound like a game to me. This is my area of concern when it comes to not having a known resolution system in place, which the players can rely on. Maybe the GM thinks something’s a foregone conclusion, but a player thinks there’s a chance one way or the other. For me, that’s what rules and processes are for. So that players can make informed decisions rather than trying to read the GM’s take on things. Right, this is the actual answer. The fiction cannot decide anything, it can only inform the decision. The GM decides. He decides if something is impossible, or if it’s trivial, or of we need to use dice (or whatever randomization method) to determine the outcome. This isn’t true of all FKR games, I imagine….I saw a couple that didn’t function this way. But it seems a common default. Could we change that to the players deciding? What happens then? [/QUOTE]
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