All y'all motherfuggers better listen up! : comments.
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(no subject)
Gah!
I swear, next time I see you, I'm gonna bean you with something! :)
Stop with the sweeping statements! That a player may not wield total executive control in one scene does not mean that their entire participation is essentially meaningless!
(no subject)
I mean, this isn't painfully obvious? What else would their contributions be?
yrs--
--Ben
(no subject)
Actually, it's not. "With Great Power, comes Great Responsibility." See Izzy's comment about the subtle difference between occasional use of Fiat 'for the good of the plot' verses constant railroading by Fiat. Again, this is not a binary proposition!
If anything the player does can be rendered moot without any recourse, then their comments are essentially just suggestions that carry no real weight until confirmed.
Version 1:
Player: "I try the door."
GM: "The door is locked." (The GM possess knowledge about the door that the player does not know - that it is locked.)
Player: "I try to pick the lock!" (The player suggests a course of action)
GM: (rolls dice) "You fail! The lock is unpickable." (The system resolves the conflict between Player and Door. The Cosmic Dance continues.)
Version 2:
Player: "I try the door."
GM: "The door is locked." (The GM possess knowledge about the door that the player does not know - that it is locked.)
Player: "I try to pick the lock!" (The player suggests a course of action)
GM: "You fail! The lock is unpickable." (The GM resolves 'by fiat' the conflict between Player and Door. The Cosmic Dance continues.)
The subjective experience of the player remains the same in both circumstances (trys to pick lock, fails), and the objective status of the door remains consistent in game (door, locked, unpickable).
Explain to me how these two actions, both of which involve the player's *desired* course of action being thwarted, render all the player's input to the game worthless.
Bonus points will be awarded if you can explain how version 2 is so completely abhorent that it should make anyone who even considers it to give up gaming and just write a book instead. :)
(no subject)
Be well.
(no subject)
(sorry, bwain fried from having to think on a Monday)
(no subject)
The key here, I'd say, is that it is often far more satisfying and interesting to say, 'sure, you can do X, but it will have Y effect' instead of 'No, you can't do X because there's this problem (which is something I placed there because I don't want you to do X)'.
(no subject)
(no subject)
And I'd say that nine times out of ten, the GM does have the best idea of what's best for the game.
Consider; of all the people in the room, the GM has the 'most perfect' knowledge of the game world.
The GM also is privvy to *all* private information given him by all PCs (you've played Amber, you know how that works).
The GM handles the motivation and goals of all NPCs.
The GM typically has the primary responsibility of keeping the game moving, interesting and 'on track'.
Sure, this isn't the case in no-GM shared-responsibilty games like MUSHes and some Systems, but it's the case in most traditional RPGs.
(no subject)
(no subject)
But I've seen other groups who aren't. I don't play with them. :)
(no subject)