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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Bedrockgames" data-source="post: 7557867" data-attributes="member: 85555"><p>I think you and I would have very different definitions of weak mechanics. But it may well have been. The important point though wasn't the lack of heft, it was that this mechanic crossed a line that even my story friendly players didn't want me to cross (because it was effectively giving them retro-active control over something that had already occurred). In a wuxia film this happens all the time. In that context it would make sense. In a game, I think I failed to appreciate how jarring it might be. Here is the full text I had. Note I haven't decided what to do with it yet, so it very well could be removed, altered, etc. Also it is worth keeping in mind, this is a rules light dark wuxia game intended to be far less crunchy than my other wuxia game. So all of the styles are designed with GM Rulings being the assumed approach (meaning we tried to keep them light and open in the manner of say the white box spells, with the understanding that the GM is meant to interpret their broader application rather than spell out all the different cases and uses). Also the tag, "optional-style" just indicates it is an optional rule due to campaign style considerations. <strong>EDIT:</strong> This mechanic is a Signature Ability which is something every character can select at character creation (they get up to three, five if they take some serious Qi-based flaws; and each of the Signature Abilities are usually pretty broad, often approaching something more like a martial style or philosophy, but narrowing in some instances to fit other wuxia concepts): </p><p></p><p><em>Master Deceiver (Optional-Style) </em></p><p><em>You are skilled at deception and poison use and can reveal your schemes at any moment. You may freely announce (in or out of combat) that you have placed a trap or poison in a location or on an object. You must still make a relevant skill roll against the Target's Wits to deceive them into being poisoned or trapped. This ability can only be used within the bounds of reason, and the GM has the final say. </em></p><p><em></em></p><p><em>Examples: as an NPC is drinking a cup of alcohol, you tell the GM that you gave the inn’s staff poisoned powder to put in the cup.</em></p><p></p><p></p><p></p><p></p><p></p><p>This strikes me as a bit pedantic</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7557867, member: 85555"] I think you and I would have very different definitions of weak mechanics. But it may well have been. The important point though wasn't the lack of heft, it was that this mechanic crossed a line that even my story friendly players didn't want me to cross (because it was effectively giving them retro-active control over something that had already occurred). In a wuxia film this happens all the time. In that context it would make sense. In a game, I think I failed to appreciate how jarring it might be. Here is the full text I had. Note I haven't decided what to do with it yet, so it very well could be removed, altered, etc. Also it is worth keeping in mind, this is a rules light dark wuxia game intended to be far less crunchy than my other wuxia game. So all of the styles are designed with GM Rulings being the assumed approach (meaning we tried to keep them light and open in the manner of say the white box spells, with the understanding that the GM is meant to interpret their broader application rather than spell out all the different cases and uses). Also the tag, "optional-style" just indicates it is an optional rule due to campaign style considerations. [B]EDIT:[/B] This mechanic is a Signature Ability which is something every character can select at character creation (they get up to three, five if they take some serious Qi-based flaws; and each of the Signature Abilities are usually pretty broad, often approaching something more like a martial style or philosophy, but narrowing in some instances to fit other wuxia concepts): [I]Master Deceiver (Optional-Style) You are skilled at deception and poison use and can reveal your schemes at any moment. You may freely announce (in or out of combat) that you have placed a trap or poison in a location or on an object. You must still make a relevant skill roll against the Target's Wits to deceive them into being poisoned or trapped. This ability can only be used within the bounds of reason, and the GM has the final say. Examples: as an NPC is drinking a cup of alcohol, you tell the GM that you gave the inn’s staff poisoned powder to put in the cup.[/I] This strikes me as a bit pedantic [/QUOTE]
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