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Why I don't GM by the nose
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<blockquote data-quote="Raven Crowking" data-source="post: 5392436" data-attributes="member: 18280"><p><em><strong><span style="font-size: 12px">Player: I jump over the pit.</span></strong></em></p><p></p><p>Alternatively:</p><p></p><p>Player: I am thinking about jumping the pit. How hard does it look to me?</p><p>DM: As far as you can tell, about a DC 15.</p><p>Player: Would a running jump help? How deep is the pit? Maybe I could find something to use as a pole-vault.....</p><p></p><p>etc.</p><p></p><p>The conclusion (that the player has no power) doesn't follow the evidence (that the player lacks certain specific powers).</p><p></p><p>"I do not have the power to fly; therefore I have no power. Therefore, I cannot have the power to walk."</p><p></p><p>A <em><strong>GM</strong></em> is part of a complex social interaction in which his responsibilities (create and maintain background, including NPCs, monsters, and various adventuring sites/adventures; run the game fairly; try to make play at the table balanced and fun) are balanced by rights designed to allow him to meet those responsibilities (control over background; control over rules).</p><p></p><p>A <em><strong>player</strong></em> is also part of a complex social interaction in which his responsibilities (create and run a fair and interesting character in a way that makes the game more fun for all concerned) is balanced by rights designed to allow him to meet those responsibilities (control over character creation, except where rules or background might be involved; absolute control over character play, except where rules are involved).</p><p></p><p>In any game that anyone is likely to remain in long, the focus of play is clearly on the decisions the players make concerning their individual characters. The "99% of the power" that the GM has is exercised to provide context for those choices, and to describe/evaluate the consequences of those choices. Those choices, though, are the focus.</p><p></p><p>This is true in a sandbox. This is true in a narrative game.</p><p></p><p>Trying to narrow this complex social interaction into "The GM has all the power" or even "The GM has 99% of the power", though, results in an extremely skewed view of what actually occurs during game play.</p><p></p><p>For instance, even that "99% of the power" is meaningless. 99% of what power? The power to control game play is shared. Bored players can simply do something. A bored GM can simply throw an enemy at the PCs. If the bored player discovers that the GM will not allow her to do anything, or that anything she chooses to do has no consequence, the solution is clear. Find (or make) a new game.</p><p></p><p>The power to control PC interactions, except in the case of Charm spells and the like, is entirely in the players' court. If the bored GM discovers that the players simply will not react to anything she introduces, the solution is clear. Find new players, or change what you are running.</p><p></p><p>Or, to put it even more succinctly:</p><p></p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5392436, member: 18280"] [I][B][SIZE="3"]Player: I jump over the pit.[/SIZE][/B][/I] Alternatively: Player: I am thinking about jumping the pit. How hard does it look to me? DM: As far as you can tell, about a DC 15. Player: Would a running jump help? How deep is the pit? Maybe I could find something to use as a pole-vault..... etc. The conclusion (that the player has no power) doesn't follow the evidence (that the player lacks certain specific powers). "I do not have the power to fly; therefore I have no power. Therefore, I cannot have the power to walk." A [I][B]GM[/B][/I] is part of a complex social interaction in which his responsibilities (create and maintain background, including NPCs, monsters, and various adventuring sites/adventures; run the game fairly; try to make play at the table balanced and fun) are balanced by rights designed to allow him to meet those responsibilities (control over background; control over rules). A [I][B]player[/B][/I] is also part of a complex social interaction in which his responsibilities (create and run a fair and interesting character in a way that makes the game more fun for all concerned) is balanced by rights designed to allow him to meet those responsibilities (control over character creation, except where rules or background might be involved; absolute control over character play, except where rules are involved). In any game that anyone is likely to remain in long, the focus of play is clearly on the decisions the players make concerning their individual characters. The "99% of the power" that the GM has is exercised to provide context for those choices, and to describe/evaluate the consequences of those choices. Those choices, though, are the focus. This is true in a sandbox. This is true in a narrative game. Trying to narrow this complex social interaction into "The GM has all the power" or even "The GM has 99% of the power", though, results in an extremely skewed view of what actually occurs during game play. For instance, even that "99% of the power" is meaningless. 99% of what power? The power to control game play is shared. Bored players can simply do something. A bored GM can simply throw an enemy at the PCs. If the bored player discovers that the GM will not allow her to do anything, or that anything she chooses to do has no consequence, the solution is clear. Find (or make) a new game. The power to control PC interactions, except in the case of Charm spells and the like, is entirely in the players' court. If the bored GM discovers that the players simply will not react to anything she introduces, the solution is clear. Find new players, or change what you are running. Or, to put it even more succinctly: RC [/QUOTE]
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