Author: Andrew Martin (---.co.nz)
Date: 05-31-2002 15:31
> 4) arbitration of favouritism and fairness on the part of the GM.
> I think Andrew does not really address the last point, though...
That's right. I didn't address that issue at all. I've been thinking further since those posts in the forum. There needs to be a explicit system or contract between players and GM, and between players. The system between players and GM determines the quality (?terminolgy) of the game, from gritty realism to heroic fantasy, from episodic like a drama TV series, to comedy.
For a gritty, realist game, combat would be fast and fatal, with consequently high mortality to the characters of foolish players or those players who make one mistake. Every encounter is like every other encounter and PCs can die easily.
For a story-like game, insignificant conflict is short and automatically a win to the hero, showing the audience how powerful the hero is. Significant conflict is longer and drawn out, costs the hero resources, and usually results in the hero winning at some cost.
I'm sure there's other types of genre that can be described in general terms.
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