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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7580456" data-attributes="member: 29398"><p>The bracketed bit about sums up where I sit, along with most of our crew here - we're old-school but we are concerned about the character/player knowledge split and take steps to try to minimize it (e.g. someone scouting alone has their actions handled by note, or by he and the DM going into another room for a moment, so that the other players don't now what's become of the scout; pleasant side effect is that it also allows the returning scout to report her findings in her own words, just like it'd happen were it real).</p><p></p><p>From here, yes it does.</p><p></p><p>One of the benefits, I suppose, of having our campaigns go on for ages is that the PC learning curve e.g. regarding trolls v fire doesn't have to be repeated/replayed very often.</p><p></p><p>For my current campaign I renamed some common monsters (orcs, ogres, goblins and kobolds were renamed grash, turvitians, knill and quitchi respectively) while leaving their physical descriptions etc. mostly as they were. Worked really well, gave some "freshness" for some long-term players, and gave the campaign a bit of identity of its own.</p><p></p><p>Yeah, the bit I've bolded drives me nuts; and I see it - either direct from some poster or other or as a quote from some "expert" game designer or theorist - in here far too often. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For my part, player-v-game is an example of a quite reasonable jumping-off point for discussion. This stuff is nigh-impossible to discuss without reducing a few concepts down to their basics in order to give us some definition, mostly because every table - and every person involved - does it differently or would if they could. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7580456, member: 29398"] The bracketed bit about sums up where I sit, along with most of our crew here - we're old-school but we are concerned about the character/player knowledge split and take steps to try to minimize it (e.g. someone scouting alone has their actions handled by note, or by he and the DM going into another room for a moment, so that the other players don't now what's become of the scout; pleasant side effect is that it also allows the returning scout to report her findings in her own words, just like it'd happen were it real). From here, yes it does. One of the benefits, I suppose, of having our campaigns go on for ages is that the PC learning curve e.g. regarding trolls v fire doesn't have to be repeated/replayed very often. For my current campaign I renamed some common monsters (orcs, ogres, goblins and kobolds were renamed grash, turvitians, knill and quitchi respectively) while leaving their physical descriptions etc. mostly as they were. Worked really well, gave some "freshness" for some long-term players, and gave the campaign a bit of identity of its own. Yeah, the bit I've bolded drives me nuts; and I see it - either direct from some poster or other or as a quote from some "expert" game designer or theorist - in here far too often. :) For my part, player-v-game is an example of a quite reasonable jumping-off point for discussion. This stuff is nigh-impossible to discuss without reducing a few concepts down to their basics in order to give us some definition, mostly because every table - and every person involved - does it differently or would if they could. :) [/QUOTE]
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