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The GM is Not There to Entertain You
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<blockquote data-quote="Blue" data-source="post: 8662726" data-attributes="member: 20564"><p>True, but since "in-game" is just a subset of the whole game, still irrelevant.</p><p></p><p></p><p>This isn't logical. <strong>The game has changed in ways the GM does not have control over by the player leaving.</strong> How can you claim that they still have full authority?</p><p></p><p></p><p>First, the GM has never had "complete authority over everything that happens within the game" unless they ignore all player agency. So we can discard any notion of that.</p><p></p><p>Second, if a bunch of players fire the GM and a new GM picks up with the existing characters and situation, the first GM still "owns the game"?</p><p></p><p>(Oh, and I've done that personally.)</p><p></p><p></p><p>Sure, you can take your ball and go home. But unlike Settlers of Catan this doesn't deprive the players of their characters. Can another GM step in? Heck, if you are running a published module can another GM pick up right where you left off?</p><p></p><p>"The game" isn't a physical thing like a Settlers set, it's an intangible shared creation. The GM does a bigger share of the set design, the players do a bigger share of moving the story forward.</p><p></p><p>And you play lip service to players making a difference, but until you acknowledge that they are just as instrumental as the DM into the specific story that makes up a specific game, you just will be missing the point.</p><p></p><p>Or let's go the other way. You bring over Settlers of Catan, and half way through the game the host throws you out. What does your authority over Settlers allow you to change that?</p><p></p><p>EDIT: Or a player gets a work call and needs to take off. Does your absolute authority over Catan by owning the physical game do anything about that?</p><p></p><p></p><p>Please explain how it's both the group effort but only belongs to one person. It's not like we're creating a physical mural somewhere, it's in the shared imagination of the table.</p><p></p><p></p><p>If you start another Settlers of Catan game later with different people, is it still the same game? Or has that first game ("your game" in your parlance) gone away and now you are playing a new game with the same basic configuration.</p><p></p><p>I think we both know the answer to this.</p><p></p><p></p><p>If you insist that lighter than air is the only method of flight, you don't need to utter the words "The Wright Brothers will never get their 'aeroplane' to fly", it's implied in what you said.</p><p></p><p>When you disputed that the player grants authority and can take it away, and instead insisted that the authority comes from the rules, you are saying that the rules are a higher level of authority than the player. Which means that your premise can <em>only</em> be right if the rules can prevent a player from leaving.</p><p></p><p>You never posted it because even you know it's hogwash and would undermine the rest of your statements. That does not mean that it isn't a necessary statement for your premise to be correct.</p></blockquote><p></p>
[QUOTE="Blue, post: 8662726, member: 20564"] True, but since "in-game" is just a subset of the whole game, still irrelevant. This isn't logical. [B]The game has changed in ways the GM does not have control over by the player leaving.[/B] How can you claim that they still have full authority? First, the GM has never had "complete authority over everything that happens within the game" unless they ignore all player agency. So we can discard any notion of that. Second, if a bunch of players fire the GM and a new GM picks up with the existing characters and situation, the first GM still "owns the game"? (Oh, and I've done that personally.) Sure, you can take your ball and go home. But unlike Settlers of Catan this doesn't deprive the players of their characters. Can another GM step in? Heck, if you are running a published module can another GM pick up right where you left off? "The game" isn't a physical thing like a Settlers set, it's an intangible shared creation. The GM does a bigger share of the set design, the players do a bigger share of moving the story forward. And you play lip service to players making a difference, but until you acknowledge that they are just as instrumental as the DM into the specific story that makes up a specific game, you just will be missing the point. Or let's go the other way. You bring over Settlers of Catan, and half way through the game the host throws you out. What does your authority over Settlers allow you to change that? EDIT: Or a player gets a work call and needs to take off. Does your absolute authority over Catan by owning the physical game do anything about that? Please explain how it's both the group effort but only belongs to one person. It's not like we're creating a physical mural somewhere, it's in the shared imagination of the table. If you start another Settlers of Catan game later with different people, is it still the same game? Or has that first game ("your game" in your parlance) gone away and now you are playing a new game with the same basic configuration. I think we both know the answer to this. If you insist that lighter than air is the only method of flight, you don't need to utter the words "The Wright Brothers will never get their 'aeroplane' to fly", it's implied in what you said. When you disputed that the player grants authority and can take it away, and instead insisted that the authority comes from the rules, you are saying that the rules are a higher level of authority than the player. Which means that your premise can [I]only[/I] be right if the rules can prevent a player from leaving. You never posted it because even you know it's hogwash and would undermine the rest of your statements. That does not mean that it isn't a necessary statement for your premise to be correct. [/QUOTE]
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