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<blockquote data-quote="apoptosis" data-source="post: 4328845" data-attributes="member: 3226"><p>I was not very clear. I meant i had queries about what was meant with narrative control.</p><p></p><p>I am saying games have rules that whoever (GM or player) wins the challenge (or uses up resources) gets to have narrative control (this is what conflict resolution is pretty much about) about a certain issue.</p><p></p><p>You could have it such that if I as a player wins a challenge (vs the GM) I get to say that this NPC exists in the world and is willing to help my character.</p><p></p><p>Those are (IMO) the best game designs as it has less need of rules that invariably poorly simulate reality.</p><p></p><p>GMs playing characters or even adjucating what the weather is is the GM deciding "this happens". Now most of the time that is not involved in a resolution but it definitely can be.</p><p></p><p>A thief wants to climb a wall. He falls. Some game have rules for damage from falling (and most all falling rules are completely unrealistic) some games dont have them and the GM decides what happens when the character falls. There are many types of examples where the GM steps in and says "what happens" </p><p></p><p>NPC interaction has historically been probably the most prevalent example.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4328845, member: 3226"] I was not very clear. I meant i had queries about what was meant with narrative control. I am saying games have rules that whoever (GM or player) wins the challenge (or uses up resources) gets to have narrative control (this is what conflict resolution is pretty much about) about a certain issue. You could have it such that if I as a player wins a challenge (vs the GM) I get to say that this NPC exists in the world and is willing to help my character. Those are (IMO) the best game designs as it has less need of rules that invariably poorly simulate reality. GMs playing characters or even adjucating what the weather is is the GM deciding "this happens". Now most of the time that is not involved in a resolution but it definitely can be. A thief wants to climb a wall. He falls. Some game have rules for damage from falling (and most all falling rules are completely unrealistic) some games dont have them and the GM decides what happens when the character falls. There are many types of examples where the GM steps in and says "what happens" NPC interaction has historically been probably the most prevalent example. [/QUOTE]
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