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Is GM judgement (fiat) dead as a game tool?

Started by Haffrung, July 24, 2012, 09:42:58 PM

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mcbobbo

Quote from: MGuy;566117I've heard of a GMless game before (forget the name) but such a game exists. However I believe it plays more like a boardgame than what one would consider a TTRPG.

I purchased Mythic, and can answer questions if anyone needs...  Basically that game shifts the fiat down to the odds level. You ask a yes/no question, agree on the odds of that yes, and roll.

Wasn't that impressed, actually.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

mcbobbo

Quote from: deadDMwalking;566369I agree that the DM should have final say, but a good DM can have a lot of fun asking players to participate in that type of creation.  One game I really enjoyed as a DM involved every new NPC to have the players think up 'three things' about this character.  


Actually, I've always found the best way to do this is without player knowledge. If they ask me a question that I don't need to answer a certain way, I always try to pick the 'most fun' answer.

"Is there anyone in the room with an eyepatch? "  

"Yes, you spotted Captain Fandar on the way in, and he looks like he needs a drink. "

In this case I inserted a recurring character that wasn't there a moment ago as a creative way of saying 'no'.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

MGuy

Indeed some groups crave GM control. That too is something I can attest to. I've had a group veto me out of the gm's seat because I told them I refuse to railroad. When I GM I only work with the character motivations given to me. It is up to the players to see those motivations through. Since I didn't force them into a plot and they didn't have their characters go looking for one (even though they had character motivations to do so) the game ended up being a bust. While I acknowledge that some groups crave GM fiat as the one and only story element I have a certain expectation for players to take their characters and do something with them on their own.

Personally I like to be surprised by enginuity. I like to have characters at the table that actively monologue, commence dialogue, and invent parts of the world. I have GREAT memories of players that did exactly that and those are the characters I like making games for. /rant
My signature is not allowed.
Quote from: MGuyFinally a thread about fighters!

Bill

Quote from: MGuy;566662Indeed some groups crave GM control. That too is something I can attest to. I've had a group veto me out of the gm's seat because I told them I refuse to railroad. When I GM I only work with the character motivations given to me. It is up to the players to see those motivations through. Since I didn't force them into a plot and they didn't have their characters go looking for one (even though they had character motivations to do so) the game ended up being a bust. While I acknowledge that some groups crave GM fiat as the one and only story element I have a certain expectation for players to take their characters and do something with them on their own.

Personally I like to be surprised by enginuity. I like to have characters at the table that actively monologue, commence dialogue, and invent parts of the world. I have GREAT memories of players that did exactly that and those are the characters I like making games for. /rant

It's always great when players actively help to build the world through in character activities. Some people are not so great at that, but are good at reacting to what the gm does, and that's a close second. Players that wait for the gm to tug their nosering kind of annoy me. But I have learned to motivate those types of players.