Who’s in Charge Here?
Texto
Many roleplaying games rest on the general conceit that “what the game master says goes,” and Legend of the Five Rings is no exception. This is mostly for expedience: the story will flow better if the players generally accept the facts that the GM is establishing. If they don’t, the game tends to bog down in arguments.
The roleplaying game social contract thus revolves around the idea that the players give the game master the benefit of the doubt on most matters of setting the scene and story. This isn’t to say that there can never be any discussion, but if the GM shoots down an idea or wants to stick to a point, the players should accept it and move on. In turn, the GM should give the players’ ideas fair consideration, and only disallow those ideas if they create implausible situations or disrupt the GM’s plans. That said, cool, exciting, or dramatic ideas should be encouraged, as long as everyone gets their turn in the spotlight. Remember, everyone (including the GM) is there to have fun.
If someone isn’t comfortable with something going on in the story, that’s another matter entirely. Players should tell the GM if something in the story is making them uncomfortable, and vice versa. It is a good idea to establish a set of signals beforehand to clearly indicate when such concerns arise. Many excellent resources about establishing and respecting boundaries in one’s roleplaying games can be found in a list of reading materials at www.FantasyFlightGames.com.
Texto do livro
Core Rulebook · Chapter 7: The Game Master › The Role of the GM › Who’s in Charge Here? · p. 282
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Many roleplaying games rest on the general conceit that “what the game master says goes,” and Legend of the Five Rings is no exception. This is mostly for expedience: the story will flow better if the players generally accept the facts that the GM is establishing. If they don’t, the game tends to bog down in arguments.
The roleplaying game social contract thus revolves around the idea that the players give the game master the benefit of the doubt on most matters of setting the scene and story. This isn’t to say that there can never be any discussion, but if the GM shoots down an idea or wants to stick to a point, the players should accept it and move on. In turn, the GM should give the players’ ideas fair consideration, and only disallow those ideas if they create implausible situations or disrupt the GM’s plans. That said, cool, exciting, or dramatic ideas should be encouraged, as long as everyone gets their turn in the spotlight. Remember, everyone (including the GM) is there to have fun.
If someone isn’t comfortable with something going on in the story, that’s another matter entirely. Players should tell the GM if something in the story is making them uncomfortable, and vice versa. It is a good idea to establish a set of signals beforehand to clearly indicate when such concerns arise. Many excellent resources about establishing and respecting boundaries in one’s roleplaying games can be found in a list of reading materials at www.FantasyFlightGames.com.
