evilmagnus: (Default)
posted by [personal profile] evilmagnus at 11:34pm on 07/02/2005
But a fiat system means that the player participation is essentially meaningless.

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!

 
posted by [identity profile] benlehman.livejournal.com at 11:37pm on 07/02/2005
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.

I mean, this isn't painfully obvious? What else would their contributions be?

yrs--
--Ben
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 11:56pm on 07/02/2005
I mean, this isn't painfully obvious? What else would their contributions be?

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. :)






 
posted by [identity profile] marcus-sez-vote.livejournal.com at 01:14am on 08/02/2005
I tend to agree with you, and I think the GM in question would have the flexibility to say, by fiat even, allow the door to be hacked open with an axe if one was available. If the door had a "magic shield" on it and was unbreakable by mundane means, then also by fiat the axe would not work. In all these cases system can replace fiat, but the player's choice is not taken away. Using noisy means of entry, attempting another entry, forcing someone to open the door for them, etc. all constitute choices that can impact the flow of the story. I think there's a lot of flexibility possible, even if it is run by fiat. The main concern in that case is to have someone who is flexible, creative, and open to your participation...and it can mean adjusting the overall outcome of the game if things get crazy...but leaving the major themes/protagonists/whatever intact. I think it is a poor GM that cannot adjust for player decisions and incorporate them. Though I've probably not GMed as much as those participating in this discussion I can still say that players will be "smarter" and "stupider" in a game context than you can possibly imagine.

Be well.
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 01:48am on 08/02/2005
You win a cookie!

(sorry, bwain fried from having to think on a Monday)
 
posted by [identity profile] wirednavi.livejournal.com at 05:18am on 08/02/2005
The player's choice - their participation - is still taken away even if the GM can continue to come up with plausible reasons to do so within the game world. Just because it doesn't descend into 'You can't go away from the dungeon! A huge Tyrannosaurus blocks the way!' doesn't mean that the player's attempts to influence the game aren't being blocked.

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)'.
 
posted by [identity profile] xiombarg.livejournal.com at 02:44am on 09/02/2005
Doing things "for the good of the plot" presumes that the GM's vision of the plot is more important than that of the players.
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 04:11am on 09/02/2005
Yes, it does.

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.
 
posted by [identity profile] xiombarg.livejournal.com at 04:54am on 09/02/2005
Well, assuming all that -- and those are bigger assumptions than you think -- you still seem to think the players aren't mature enough not to handle he GM saying: "Please, dude, don't do that. It would be better if you didn't. Trust me."
evilmagnus: (Default)
posted by [personal profile] evilmagnus at 05:07am on 09/02/2005
Well, my group is mature enough to handle that.

But I've seen other groups who aren't. I don't play with them. :)
 
posted by [identity profile] xiombarg.livejournal.com at 05:11am on 09/02/2005
EXACTLY. So why do you need rules (GM rule fiat) intended to deal with a problem you don't have?

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