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You're doing what? Surprising the DM
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<blockquote data-quote="N'raac" data-source="post: 6110545" data-attributes="member: 6681948"><p>I'm going to formulate my answers as consistently with my source material as possible, on the assumption that each player controls, at a minimum, all important aspects of his or her character, including important and unusual possessions.</p><p></p><p></p><p></p><p>The device would then have been a part of the writeup of the wizard character, so he created it unilaterally, with whatever GM approval was required - we can say no such approval required if you wish - the players have carte blanche.</p><p></p><p></p><p></p><p>Seriously? A gamer is asking me what a scenario is? OK</p><p></p><p></p><p>I find the initial discussion pretty accurate - the framework around which the adventure occurs. The adventure itself - the fully improvisational performance - would be the game itself.</p><p></p><p>The term itself is commonly used to describe published modules, especially in the pre-Adventure Path days when the GM would plug these into his own games with such adaptation as appropriate to best fit with the players, characters, game world, etc. In fact, more GM's should consider the etymology of the word, which pretty much implies the exact opposite of simply running what is written.</p><p></p><p></p><p></p><p></p><p>Again, SERIOUSLY? OK.</p><p></p><p></p><p></p><p>The application to RPG's seems pretty clear. In fact, I suggest this is what Hussar refers to in wanting to get to the point of the game quickly, before it wraps up. Too many campaigns he has been involved in have been cancelled mid-season, so the story arc never fully resolved, to his disappointment. Here, one short arc has been resolved, and the players and GM expected the characters to return home and await the start of the next arc. But the unexpected happened, so now we deal with that complication.</p><p></p><p></p><p></p><p>The players and GM created and resolved it collaboratively in what we call a “Role Playing Game”, wherein the GM set those aspects of the scenario other than the protagonists, who were created by the players. The players direct the actions and efforts of their respective protagonists. Where success or failure (and/or degree of same) is in doubt, a randomizing resolution mechanism, commonly rolling of dice, is used in conjunction with rules/guidelines of the specific game, to adjudicate the results. </p><p></p><p></p><p></p><p>The wizard’s player decided this in the creation of his character. The details of his character are under his control.</p><p></p><p></p><p></p><p>The wizard has defined the device as complex to operate, with the possession of arcane knowledge being the guiding factor to success or failure. He has intentionally decided that its operation is quite difficult, such that even he has little assurance of success. Lacking the Wizard’s level of knowledge and skill, success by another of the characters would be far less likely, but they could also attempt to operate the mystic conveyance.</p><p></p><p></p><p></p><p>Once again, the wizard’s player has defined the potential outcomes, and has specified that a failed roll will typically activate the machine (certainly at his skill level, and potentially even for a person with no relevant skill taking his best guess), but that a failed roll will play havoc with the navigation, resulting in arrival who knows where. He has specifically chosen to empower the GM with the determination of where the conveyance arrives in the event of a failed roll, with the explicit statement that he wishes the results be random, even wildly so, and trusts the GM to use this power, explicitly granted by the player, to make the game more fun.</p><p></p><p></p><p></p><p>The Wizard specifically stated that his mystical conveyance incorporates scrying panels which permit those within to see what is outside the device. And, as noted above, he has specifically empowered the GM to determine the landing point (seriously, what does the GM do in the game you envision?)</p><p></p><p></p><p></p><p>The PLAYERS have decided whether they wish to interact with this new environment. Each is now framing his response to have those PLAYER desires consistent with the CHARACTER’s personality. They control how their characters act and perceive.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6110545, member: 6681948"] I'm going to formulate my answers as consistently with my source material as possible, on the assumption that each player controls, at a minimum, all important aspects of his or her character, including important and unusual possessions. The device would then have been a part of the writeup of the wizard character, so he created it unilaterally, with whatever GM approval was required - we can say no such approval required if you wish - the players have carte blanche. Seriously? A gamer is asking me what a scenario is? OK I find the initial discussion pretty accurate - the framework around which the adventure occurs. The adventure itself - the fully improvisational performance - would be the game itself. The term itself is commonly used to describe published modules, especially in the pre-Adventure Path days when the GM would plug these into his own games with such adaptation as appropriate to best fit with the players, characters, game world, etc. In fact, more GM's should consider the etymology of the word, which pretty much implies the exact opposite of simply running what is written. Again, SERIOUSLY? OK. The application to RPG's seems pretty clear. In fact, I suggest this is what Hussar refers to in wanting to get to the point of the game quickly, before it wraps up. Too many campaigns he has been involved in have been cancelled mid-season, so the story arc never fully resolved, to his disappointment. Here, one short arc has been resolved, and the players and GM expected the characters to return home and await the start of the next arc. But the unexpected happened, so now we deal with that complication. The players and GM created and resolved it collaboratively in what we call a “Role Playing Game”, wherein the GM set those aspects of the scenario other than the protagonists, who were created by the players. The players direct the actions and efforts of their respective protagonists. Where success or failure (and/or degree of same) is in doubt, a randomizing resolution mechanism, commonly rolling of dice, is used in conjunction with rules/guidelines of the specific game, to adjudicate the results. The wizard’s player decided this in the creation of his character. The details of his character are under his control. The wizard has defined the device as complex to operate, with the possession of arcane knowledge being the guiding factor to success or failure. He has intentionally decided that its operation is quite difficult, such that even he has little assurance of success. Lacking the Wizard’s level of knowledge and skill, success by another of the characters would be far less likely, but they could also attempt to operate the mystic conveyance. Once again, the wizard’s player has defined the potential outcomes, and has specified that a failed roll will typically activate the machine (certainly at his skill level, and potentially even for a person with no relevant skill taking his best guess), but that a failed roll will play havoc with the navigation, resulting in arrival who knows where. He has specifically chosen to empower the GM with the determination of where the conveyance arrives in the event of a failed roll, with the explicit statement that he wishes the results be random, even wildly so, and trusts the GM to use this power, explicitly granted by the player, to make the game more fun. The Wizard specifically stated that his mystical conveyance incorporates scrying panels which permit those within to see what is outside the device. And, as noted above, he has specifically empowered the GM to determine the landing point (seriously, what does the GM do in the game you envision?) The PLAYERS have decided whether they wish to interact with this new environment. Each is now framing his response to have those PLAYER desires consistent with the CHARACTER’s personality. They control how their characters act and perceive. [/QUOTE]
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