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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7557207" data-attributes="member: 6688277"><p>Ok, let us go back to your OP.</p><p></p><p></p><p></p><p>The causal process for which the sect is at the teahouse in RL, is because </p><p>x sect members requested each other to be there and meetup;</p><p>y sect members decided to go;</p><p>z sect members were permitted to go by their respective partners...etc </p><p></p><p>The DM determines the presence of absence of sect members either at a whim or by roll. So RL is simulated (request, permission, decision) as best he/she can within the gameworld, providing the illusion of RL. </p><p></p><p></p><p></p><p>Emphasis mine.</p><p>I thought you said this was not about preferences. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> The players do not suggest anything. They declare actions. Maybe in your games they suggest but again we would be going down the hole of preferences which is something you state you do not want. </p><p> </p><p></p><p></p><p>You have no idea as a character or a RL person if those people are going to be there, so it is exactly like it is in RL.</p><p>Which perspective are you debating this from? Because it seems to me like you're jumping all over the place on a topic that for many of us, is a non-issue.</p><p></p><p>Hence my comment earlier ROLEplaying = the character or rolePLAYING = the gamist (player).</p><p>If you are the former, you will see an illusion of RL (if you will), the latter will likely see probabilities, numbers, grids and the DM.</p><p></p><p>Hope this makes it clearer.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7557207, member: 6688277"] Ok, let us go back to your OP. The causal process for which the sect is at the teahouse in RL, is because x sect members requested each other to be there and meetup; y sect members decided to go; z sect members were permitted to go by their respective partners...etc The DM determines the presence of absence of sect members either at a whim or by roll. So RL is simulated (request, permission, decision) as best he/she can within the gameworld, providing the illusion of RL. Emphasis mine. I thought you said this was not about preferences. :erm: The players do not suggest anything. They declare actions. Maybe in your games they suggest but again we would be going down the hole of preferences which is something you state you do not want. You have no idea as a character or a RL person if those people are going to be there, so it is exactly like it is in RL. Which perspective are you debating this from? Because it seems to me like you're jumping all over the place on a topic that for many of us, is a non-issue. Hence my comment earlier ROLEplaying = the character or rolePLAYING = the gamist (player). If you are the former, you will see an illusion of RL (if you will), the latter will likely see probabilities, numbers, grids and the DM. Hope this makes it clearer. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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