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<blockquote data-quote="apoptosis" data-source="post: 4329738" data-attributes="member: 3226"><p>Option 2 actually doesnt really exist. </p><p></p><p>I don't know of one game that says what the rate of fire spreading is, how much fuel is required for the building to burn down vs getting scorched a little, how much fire is required, what is the chance that the building will actually go up in flames versus just petering out and doing smoke damage. What is the chance that it will burn if it has recently rained or if someone washed it yesterday and if so how much water was applied and how is this represented in chances that the building will burn down. How much will nearby wind increase/decrease the chance that the entire building will burn down (not to mention someone/something had to determine if it rained yesterday or what the wind speed is presently).</p><p></p><p>This is generally just determined by some authoritative power. Traditionally it has been the GM's area; they controlled all those factors and the player just determined whether they succeeded in their firebuilding skill, or if there is no firebuilding skill they just said they built a fire. The rest is all the GMs authority (or fiat). </p><p></p><p>Newer games have rules that allow the player to have some power in determing outcomes. I spend a drama point, or the result of my successful roll allows me the player to decide "the building burns down."</p><p></p><p>These are indeed roleplaying games but with shared narrative control. Actually the newer games have more rules (game) associated with outcome than the older style as there are rules to govern narrative control while in the other version it is just GM controls everything.</p><p></p><p>Not saying the newer games are better or worse but they are games and they do involve who controls the narrative.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4329738, member: 3226"] Option 2 actually doesnt really exist. I don't know of one game that says what the rate of fire spreading is, how much fuel is required for the building to burn down vs getting scorched a little, how much fire is required, what is the chance that the building will actually go up in flames versus just petering out and doing smoke damage. What is the chance that it will burn if it has recently rained or if someone washed it yesterday and if so how much water was applied and how is this represented in chances that the building will burn down. How much will nearby wind increase/decrease the chance that the entire building will burn down (not to mention someone/something had to determine if it rained yesterday or what the wind speed is presently). This is generally just determined by some authoritative power. Traditionally it has been the GM's area; they controlled all those factors and the player just determined whether they succeeded in their firebuilding skill, or if there is no firebuilding skill they just said they built a fire. The rest is all the GMs authority (or fiat). Newer games have rules that allow the player to have some power in determing outcomes. I spend a drama point, or the result of my successful roll allows me the player to decide "the building burns down." These are indeed roleplaying games but with shared narrative control. Actually the newer games have more rules (game) associated with outcome than the older style as there are rules to govern narrative control while in the other version it is just GM controls everything. Not saying the newer games are better or worse but they are games and they do involve who controls the narrative. [/QUOTE]
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