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<blockquote data-quote="Bedrockgames" data-source="post: 6249130" data-attributes="member: 85555"><p>One of the things I have noticed in play, is most of the arguments over outcomes and believability of outcomes, at least that i have witnessed, stem from people not being on the same page in terms of "genre physics". A good example of this is when players lay a complex plan, particularly one where there are not hard and fast rules in the system for the players to determine outcomes. I have seen a number of instances where players laid complex plans, in great detail, even hiring thugs to help enact the , and the outcome is far from what they expected. Some of this just subjective judgment, different people will consider different schemes more plausible while others find them less so. But i found if you establish prior to play, what genre logic is being employed by the GM, most of this concern goes away. S is this action movie logic where cars blow up by getting shot, is it real life, or is this more like a police procedural. Now this isn't to say we are actively trying to play to a genre or emulate all the othr components, it is just about establishing where the GMs mind is in terms of deciding outcomes. Once i noticed this, it made an enormous difference. Probably wont work for everyone, but i have found it useful.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6249130, member: 85555"] One of the things I have noticed in play, is most of the arguments over outcomes and believability of outcomes, at least that i have witnessed, stem from people not being on the same page in terms of "genre physics". A good example of this is when players lay a complex plan, particularly one where there are not hard and fast rules in the system for the players to determine outcomes. I have seen a number of instances where players laid complex plans, in great detail, even hiring thugs to help enact the , and the outcome is far from what they expected. Some of this just subjective judgment, different people will consider different schemes more plausible while others find them less so. But i found if you establish prior to play, what genre logic is being employed by the GM, most of this concern goes away. S is this action movie logic where cars blow up by getting shot, is it real life, or is this more like a police procedural. Now this isn't to say we are actively trying to play to a genre or emulate all the othr components, it is just about establishing where the GMs mind is in terms of deciding outcomes. Once i noticed this, it made an enormous difference. Probably wont work for everyone, but i have found it useful. [/QUOTE]
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