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Worlds of Design: The Case of the Accidental Artifact
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<blockquote data-quote="Variss" data-source="post: 7873081" data-attributes="member: 76149"><p>Games that you run/design are the rare instances where your control is absolute. The GM is not beholden entirely to the rule set because of narrative power. If you find that you've underestimated the impact of a given item/power/influence, unlike the real world, you have the ability to alter the underlying universe to fit. You aren't only left with the "Take it away, Nerf It, Beg for the Character to abandon it, Beg for the Character to Retire."</p><p></p><p>You can establish consequences. There are NPCs who would easily resent McGuffin affecting their world. Some of those are divine powers. But it doesn't even need to be divine - the classic "No Man Can Kill Me!" power refuted by "I Am No Man." </p><p></p><p>Living Worlds react to the players, or at least they should. They are not stuck to the original ink they were written in. Yes, while very experienced GM's may be able to foresee the consequences of an item/power, all GM's should be able to work through how their world reacts. </p><p></p><p>Does it potentially diverge from your planned narrative? Yes. Maybe it is no longer the story you wanted to tell, but that is a good thing. That interaction is why we play with groups and not just write a story. So Arthur got a hold of Excalibur? Maybe it's time for his half-sister to seduce him and have a bastard who'll lead to his death.</p></blockquote><p></p>
[QUOTE="Variss, post: 7873081, member: 76149"] Games that you run/design are the rare instances where your control is absolute. The GM is not beholden entirely to the rule set because of narrative power. If you find that you've underestimated the impact of a given item/power/influence, unlike the real world, you have the ability to alter the underlying universe to fit. You aren't only left with the "Take it away, Nerf It, Beg for the Character to abandon it, Beg for the Character to Retire." You can establish consequences. There are NPCs who would easily resent McGuffin affecting their world. Some of those are divine powers. But it doesn't even need to be divine - the classic "No Man Can Kill Me!" power refuted by "I Am No Man." Living Worlds react to the players, or at least they should. They are not stuck to the original ink they were written in. Yes, while very experienced GM's may be able to foresee the consequences of an item/power, all GM's should be able to work through how their world reacts. Does it potentially diverge from your planned narrative? Yes. Maybe it is no longer the story you wanted to tell, but that is a good thing. That interaction is why we play with groups and not just write a story. So Arthur got a hold of Excalibur? Maybe it's time for his half-sister to seduce him and have a bastard who'll lead to his death. [/QUOTE]
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