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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7564979" data-attributes="member: 82106"><p>But what makes you think it is 'one in a thousand?' A perfectly reasonable person might conclude, on the same relatively thin evidence that an FRPG setting and play history is going to present some entirely different probability, anywhere from 100% to zero has a reasonable chance of being plausible. Usually nobody will even be equipped to really come up with some sort of 'probability'. There's a group of people who apparently are located to some degree or other in a given area where there is an inn. Is this sect hostile to inns? OK, maybe they won't be found there, sure! You'd have to establish a lot of, generally kind of obscure, facts about this group. Just going by modules, and the play of them which I've experienced, it would be pretty unlikely that the writers would say something like "this group definitely hangs out exactly here, here, and over here." In fact usually most of what is known about a location, say a town where an inn might be, is that so-and-so IS in a certain exact spot when the PCs show up, even though it must be true that only a part of his time is spent there. </p><p></p><p>So this whole "it won't hang together believably unless we try to pretend we're real people in this place and make up chances that things happen" just doesn't hang together, AT ALL. I mean, sure if you want to write a 5000 page encyclopedia of a town and tell us in detail everything each character or group does, how they would react to a myriad of things likely and unlikely, every bit of data about what is under the floorboards here and there, and who hates the neighbor kids, and on and on and on. If not then really there is just not the kind of detail and depth available to even know what is or is not plausible. All we can do is basically create a few general precepts and conventions and follow them, and decide what would be fun and make that happen. I still maintain that this is what people ACTUALLY do, and the logic that is used to make it plausible is, beyond a very basic level, just a lampshade.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7564979, member: 82106"] But what makes you think it is 'one in a thousand?' A perfectly reasonable person might conclude, on the same relatively thin evidence that an FRPG setting and play history is going to present some entirely different probability, anywhere from 100% to zero has a reasonable chance of being plausible. Usually nobody will even be equipped to really come up with some sort of 'probability'. There's a group of people who apparently are located to some degree or other in a given area where there is an inn. Is this sect hostile to inns? OK, maybe they won't be found there, sure! You'd have to establish a lot of, generally kind of obscure, facts about this group. Just going by modules, and the play of them which I've experienced, it would be pretty unlikely that the writers would say something like "this group definitely hangs out exactly here, here, and over here." In fact usually most of what is known about a location, say a town where an inn might be, is that so-and-so IS in a certain exact spot when the PCs show up, even though it must be true that only a part of his time is spent there. So this whole "it won't hang together believably unless we try to pretend we're real people in this place and make up chances that things happen" just doesn't hang together, AT ALL. I mean, sure if you want to write a 5000 page encyclopedia of a town and tell us in detail everything each character or group does, how they would react to a myriad of things likely and unlikely, every bit of data about what is under the floorboards here and there, and who hates the neighbor kids, and on and on and on. If not then really there is just not the kind of detail and depth available to even know what is or is not plausible. All we can do is basically create a few general precepts and conventions and follow them, and decide what would be fun and make that happen. I still maintain that this is what people ACTUALLY do, and the logic that is used to make it plausible is, beyond a very basic level, just a lampshade. [/QUOTE]
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