I'd say your straw man argument about the credibility test is...not credible. First, the rules give guidance for establishing a shared vision.
GM: This is a sort of serial comedy about the posse of a girl band. Player: I make the singer fall in love with me with my hairdressing skill.
Secondly, they offer guidance on how to say no:
Player: I make a million pounds using my hairdressing. GM: OK, but that's going to take months, and Pretty Polly is sure going to miss you during the tour.
Finally, I think in most cases there's a shared set of expectations. For example, in the game I'm running now, I can say it's like an Indiana Jones movie. So everyone knows that it's grounded in real earthly history, but exaggerated things can happen, and some of them may be weird.
>2) Rename the credibility test the Genre/mode test (is it in
>Genre). Have a group chat about the genre you´re modelling (Including the game
>world and its conventions).
Yes, this is what it is.
>3) Redistribute the genre/credibilty test to everyone else at the
>table. If everyone unanimously votes down your idea then it´s gone.
Totally reasonable. Though hopefully players and
GM trust each other so this can be
short-circuited.
-- David Dunham Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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