As for GM arbitrarity... well, I'm sorry to break it to you, but the Gamemaster, as the narrator of the story the players are playing, has to be arbitrary. His is the responsibility of keeping the story, the chronicle even, developing along the general lines he planned. This is different from railroading (which it seems you're confusing it with), where the GM forces a very specific path to be followed, and removes even the illusion of choice from the hands of the players. If the GM is not willing (or not capable) to take this responsibility, to guide the players through the story he's narrating, then he is not a very good GM - and as I said before, he should ask someone else to take over the job of GMing.
I don´t say the Gm doies not has the abitary. What I say is that the Gm is playing together with the players. He is helping them to tell the story of their characters. He is the setting which can be spinned by the players and he should not go and cheat in the way it is pictured in the book cause this actually is railroading.
Cause the scene says, the player had hit,m the player did dmg and the gm simply ignored it. Therefore he is avoiding the result of the action f the player and deniyng him the path he has choosen and even worse makes all the work up to this point meaningless.
So yes the Gm has a right to be abatary but suing this against the players and making their efforts useless exspecially not in the way described in the book
Given that it is a section of GM advice, there is no expiration date. It can be used on any RPG, of any edition, in any language. Everyone is free to use it, at any time - as they are free not to. It all depends on personal preference.
Yeah no the whole book is a second edtion book fulkl of Ideas that were valid back than but are outdated at best today. There is a reason why we print new edition cause the design and Ideas how the game can be played are changeing.
Useing 2cond edition books is therefoire not helpful and hoestly should not fielded as an argument cause they simply don´t apply anymore since the new edtion took their place.
As for consequences of actions, please.... that argument is hilarious, especially in the context we were talking of "killing a powerful and iconic NPC". The consequence of such an action, in the world of L5R, would be the entire guard/army/samurai that followed said powerful/iconic NPC falling on top of the 4-6 Player Characters. By sheer force of numbers, the characters would die. Chronicle over, no more fun to be had.
I have no problem with the Samurai swrarm after the assasination. I have a probelm with the sentance where the gm is advised to ignore the dmg and than just ktpc the party. I agree there shoudl be Samurai trying to kill the player but the players should have a chance to surrive so it is basicly open what will happen and not like the siuation in the book which basicly describes a TPC railroad.
Finally, an average GM is able to do all, all that guiding the players and directing the story, without being blatantly obvious. A good GM does so with barely a hint of guiding. An awesome GM is able to manipulate the players' emotions into following the general path he thought for the story. Resorting only to random chance of dice, using them as an excuse not to have a hand in the story, is the sign of a bad GM. Judging from your posts, especially the last one ( with lines such as "Going during the game and say... yeah this does not work is not a good Idea to do."), leads me to believe that you met plenty of bad GMs, but few (if any) awesome ones, and that's a pity.
Iam not argumenting from the personal xp I have cause in my groups we don´t ahve these problem cause the GMs I play with a pretty great. I argue cause I know not every Gm is as good as the ones i met and want to prevent people from having a bad exp cause the book said something which willnot come true most of the time.
Edited by Teveshszat