You seem to be losing focus. Nobody has said that the content of the game is not the result of players and the GM interacting with it, whatever “interacting” means in the sentence. You claimed that, in total, there is nothing unique about GM's role compared to the players. This is the statement that I consider ridiculous. GM is not a god or the sole authority in the game but GM’s position is obviously unique.Artless wrote:One hundred percent of the content depends on the players, including the MC, interacting with it.only a fraction of the content depends on players’ actions. A player may ask: "Do I find something of value in the chest?" and the GM responds but whether and what the player actually finds is not dependent on the player's decision to search the chest.
I have seen a few GMs going on power trips. I do not think that I have ever seen a player doing that. Like „I can totally not open the door! I am the master of the game!“ Hilarious. What if a NPC sticks a dagger between the ribs of your PC. Can you totally ignore that as well?Artless wrote: The MC populates the world with whatever stuff they want. The characters are under no obligation to interact with any particular part of it. To whit: The MC puts a door in the supernatural nightclub with a big lock on it, but the players ignore it and instead chat up drunk patrons, eventually leaving to go find a sleazier club. What was in the door? Answer: it'd doesn't matter. It will never matter because the players did not deign to find out.
You fail to understand that the question is NOT whether you open the door. The question is: how come there is a door in the first place? Guess what, the GM decided to put it there. Maybe he drew a map „off-screen“. And no, player actions had nothing to do with the decision.
Are you really so naïve as to believe that you can avoid the encounter or information behind the door by not opening it? This is not the way it works. This is a game not a simulation. If the information is critical for the advancement of the plot or if the GM is the railroading type you will come to the information/encounter no matter what. Your decision to not open the door accomplishes nothing. The content that GMs generate ‘off-screen’ can very much drive the game.
An evil boss decides to send a minion against your PC [flavour text] You meet the minion in the nightclub [flavour text] You ignore the minion because you can. The GM decides that your refusal to talk with the minion provokes the minion and the minion attacks. [Flavour text] However, your clever PC had expected a fight and brought an armor. (The decision had nothing do to with a hint dropped by a friendly NPC that the evil boss wants you dead) Thanks to the armor the minion’s attack misses. You choose to direct the events of the game with your awesome player powers and you attack the minion. Your attack wounds the minion. It tries to escape [flavour text] through the door [which is there thanks to flavour text]. It runs outside [flavour text]. It is raining [flavour text], which makes the pavement very slippery. [this seems natural but is not direclty based on rules, so flavour text] The minion has high Dex and other bonuses to balance [GM’s earlier decisions based on…flavour text ] The player, on the other hand, has decided to bring the armor which gives penalties to the test. The player, being the master of the situation, totally decides not to pursue the minion.Artless wrote:Those not included as actions in the game are tantamount to flavor text, which the MC does not have a monopoly on. The MC determines difficulty according to the rules in the same way players decide whether they've bought armor or if they cast Grease on a slope. Everyone is capable of altering the conditions under which a character conducts a test using the things spelled out in the rules.Surprise! The rules only partly cover NPC actions. Besides, the GM determines conditions for actions, which directly impact the likelihood of accomplishing the tasks. A player cannot do this.