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<blockquote data-quote="Zulgyan" data-source="post: 3624233" data-attributes="member: 18785"><p>A system open to GM fiat is awesome when run by an awesome GM. If DM ain't awesome, his freedom and responsability will make him awesome with time. If not, he would never be a good GM, regardless wich system he'd run. </p><p></p><p>Systems with no space for GM fiat are straight jackets, that bog down creativity, become mechanical, monotonus and promote meta-gaming. Sense of wonder and mystery are lost. Players are thinking mainly about rules and how to exploit them for their advantage, since the GM is a slave of his own rules-set. </p><p></p><p>Player and character thinking and knowlegde are too much separated. You got a player thinking about rules and the character in the imaginary world who should not think in rules terms such as standart and move actions, skill ranks, synergies, DC catalogs and menues. </p><p>Systems with GM fiat help the player to unite player and character thinking, cause the GM is in control of the rules and rulings. In that way, player describes his accions with imagination, getting into his character and uniting himself with it in a much deeper and close way. </p><p></p><p>In combat he'll say: "I run up to the gnoll and hit him with my axe" - GM says based on common sense "Ok, you reach the gnoll and you have an opportunity to strike.</p><p></p><p>In 3.x he'll say: "Ok, as a move accion I leave this position, provoking an AoO from this enemy, moving 1, 2, 3, 4, 6 (cause diagonal movement) squares and then as a standart action I attack the gnoll".</p><p></p><p>You can see the divorce bewteen player and character thinking in the actual edition. Player thinks all in rules terms when he should be using his imagination to get in character and experience the world of wonder and fantasy in wich he is adventuring. </p><p></p><p>Rules thinking is for the GM who is trying to get his player's into an imaginary world. Not merely controlling the right application of a computer-like set of rules the constitute player rights.</p><p></p><p>My way and opinion in regards D&D and roleplaying games in general. </p><p></p><p></p><p>As a bonus, systems open to GM fiat run much faster and smothly, and enable a much better control of the game's pace.</p></blockquote><p></p>
[QUOTE="Zulgyan, post: 3624233, member: 18785"] A system open to GM fiat is awesome when run by an awesome GM. If DM ain't awesome, his freedom and responsability will make him awesome with time. If not, he would never be a good GM, regardless wich system he'd run. Systems with no space for GM fiat are straight jackets, that bog down creativity, become mechanical, monotonus and promote meta-gaming. Sense of wonder and mystery are lost. Players are thinking mainly about rules and how to exploit them for their advantage, since the GM is a slave of his own rules-set. Player and character thinking and knowlegde are too much separated. You got a player thinking about rules and the character in the imaginary world who should not think in rules terms such as standart and move actions, skill ranks, synergies, DC catalogs and menues. Systems with GM fiat help the player to unite player and character thinking, cause the GM is in control of the rules and rulings. In that way, player describes his accions with imagination, getting into his character and uniting himself with it in a much deeper and close way. In combat he'll say: "I run up to the gnoll and hit him with my axe" - GM says based on common sense "Ok, you reach the gnoll and you have an opportunity to strike. In 3.x he'll say: "Ok, as a move accion I leave this position, provoking an AoO from this enemy, moving 1, 2, 3, 4, 6 (cause diagonal movement) squares and then as a standart action I attack the gnoll". You can see the divorce bewteen player and character thinking in the actual edition. Player thinks all in rules terms when he should be using his imagination to get in character and experience the world of wonder and fantasy in wich he is adventuring. Rules thinking is for the GM who is trying to get his player's into an imaginary world. Not merely controlling the right application of a computer-like set of rules the constitute player rights. My way and opinion in regards D&D and roleplaying games in general. As a bonus, systems open to GM fiat run much faster and smothly, and enable a much better control of the game's pace. [/QUOTE]
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