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What does it mean to "Challenge the Character"?
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<blockquote data-quote="pemerton" data-source="post: 7598848" data-attributes="member: 42582"><p>Fair enough.</p><p></p><p>I'm commenting on the apparent need, in the action resolution scenarios being discussed in this thread, for very clear boundaries in respect of who has authority over what bits of the fiction. And adding that notions of "trusting the GM" - which were invoked by another poster - seem to be irrelevant to the context in which they were invoked.</p><p></p><p>For what it's worth, the "literature" (for lack of a better term) on RPG design has discussed this issue of boundaries at some length, but not normally in the context of presenting D&D rules. To the extent that D&D rules and discussion of them articulate the issue at all, it tends to use very informal notions that mix at-the-table and in-the-fiction notions, like <em>the player has authority over the character</em> and <em>the GM has authority over everything else in the gameworld</em>.</p><p></p><p>In [MENTION=6801328]Elfcrusher[/MENTION]'s examples, it's clear that the player is allowed not only to state that Gord the Barbarian believes, but that Gord the Barbarian <em>knows</em>, that the tribal elders told such-and-such tales. Whereas it's equally clear that Gord the Barbarian may <em>believe</em> that a certain approach to disarming a trap could not go wrong, but that only the GM is allowed to decide whether or not this belief is true.</p><p></p><p>Maybe you disagree that clear boundaries of the sort I describe are needed. Or maybe you agree, but think that they <em>are</em> quite clear and hence this need won't cause any issues in play. My own view is that a lot of the disagreement in this thread seems to be turning on differences of opinion and experience over whether those boundaries are (i) clear, and (ii) drawn in the right place to deliver a fun play experience.</p><p></p><p>No. It indicates that if I'm going to fit in properly at youe table, it would be hellpful to know what bits of the fiction (like Gord's elders) I have authority over, and what bits of the fiction (like what will or won't work to disarm a trap) you the GM have authority over.</p><p></p><p>That's not a trust issue. It's an allocation of roles issue.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7598848, member: 42582"] Fair enough. I'm commenting on the apparent need, in the action resolution scenarios being discussed in this thread, for very clear boundaries in respect of who has authority over what bits of the fiction. And adding that notions of "trusting the GM" - which were invoked by another poster - seem to be irrelevant to the context in which they were invoked. For what it's worth, the "literature" (for lack of a better term) on RPG design has discussed this issue of boundaries at some length, but not normally in the context of presenting D&D rules. To the extent that D&D rules and discussion of them articulate the issue at all, it tends to use very informal notions that mix at-the-table and in-the-fiction notions, like [I]the player has authority over the character[/I] and [I]the GM has authority over everything else in the gameworld[/I]. In [MENTION=6801328]Elfcrusher[/MENTION]'s examples, it's clear that the player is allowed not only to state that Gord the Barbarian believes, but that Gord the Barbarian [I]knows[/I], that the tribal elders told such-and-such tales. Whereas it's equally clear that Gord the Barbarian may [I]believe[/I] that a certain approach to disarming a trap could not go wrong, but that only the GM is allowed to decide whether or not this belief is true. Maybe you disagree that clear boundaries of the sort I describe are needed. Or maybe you agree, but think that they [I]are[/I] quite clear and hence this need won't cause any issues in play. My own view is that a lot of the disagreement in this thread seems to be turning on differences of opinion and experience over whether those boundaries are (i) clear, and (ii) drawn in the right place to deliver a fun play experience. No. It indicates that if I'm going to fit in properly at youe table, it would be hellpful to know what bits of the fiction (like Gord's elders) I have authority over, and what bits of the fiction (like what will or won't work to disarm a trap) you the GM have authority over. That's not a trust issue. It's an allocation of roles issue. [/QUOTE]
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