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<blockquote data-quote="Thornir Alekeg" data-source="post: 5049635" data-attributes="member: 15651"><p>I could see the elimination of the GM as we currently see with some technological innovation, and some agreement to cooperatve DMing. </p><p></p><p>Take an adventure path style game, create a set of digital tools designed to hold the information and present it to the players when appropriate. Players mark where they are going, the system presents a description of the area the players see for somebody to read. When PCs enter combat, the system presents a listing of the opponents. Players would have to make decisions about the opponents attacking since there isn't a GM to do that, and a computerized system to do so would be complex, but the system could provide a basic decision tree to the players based upon what the author of the adventure expects (Orc # 1 will typically charge the PC who appears to be the most powerful or attack any PC attacking the Shamen. Orc #2 will typically fall back and provide cover with his bow, will use X encounter power if drawn into melee). </p><p></p><p>When a player decides to do something in game that requires adjudication beyond a straight rule decision, other players could be provided with a system to privately enter their decision and the system would tabulate and present the results. </p><p></p><p>This probably won't work will for more free-form sandbox games, or more roleplaying intense games, but could be done with more linear hack-n-slash style games.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 5049635, member: 15651"] I could see the elimination of the GM as we currently see with some technological innovation, and some agreement to cooperatve DMing. Take an adventure path style game, create a set of digital tools designed to hold the information and present it to the players when appropriate. Players mark where they are going, the system presents a description of the area the players see for somebody to read. When PCs enter combat, the system presents a listing of the opponents. Players would have to make decisions about the opponents attacking since there isn't a GM to do that, and a computerized system to do so would be complex, but the system could provide a basic decision tree to the players based upon what the author of the adventure expects (Orc # 1 will typically charge the PC who appears to be the most powerful or attack any PC attacking the Shamen. Orc #2 will typically fall back and provide cover with his bow, will use X encounter power if drawn into melee). When a player decides to do something in game that requires adjudication beyond a straight rule decision, other players could be provided with a system to privately enter their decision and the system would tabulate and present the results. This probably won't work will for more free-form sandbox games, or more roleplaying intense games, but could be done with more linear hack-n-slash style games. [/QUOTE]
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