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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7581059" data-attributes="member: 23751"><p>The DM supplies the story hook and we decided to go with it.</p><p></p><p></p><p></p><p>I authored my family. Putting my family into play allowed them to be the target of the world at large.</p><p></p><p></p><p></p><p>The herbalist was an encounter. I have no idea what the encounter was originally intended to be as I cut it short by summoning the bad guys.</p><p></p><p></p><p></p><p>She was not happy with me, and went inside after it was over and refused to speak with us further.</p><p></p><p></p><p></p><p>The girl was always the witch and not a "gotcha." We would have been given the clues to figure it out eventually, but we never got to that point due to my "great idea." It ended up being a surprise to us(and the DM who did not expect me to do that) when she was revealed to us in the way that it played out.</p><p></p><p></p><p></p><p>They took the girl. We decided to try and free my family, then rescue the witch. The campaign ended early due to reasons not pertaining to the game, so we never did save our homeland. We got my family and were close to the witch when it ended.</p><p></p><p></p><p></p><p>No. The NPC game me those choices, but I had any number of options that I could have taken. I could have attacked them and died. I could have been overcome by conflicting emotions and just retreated from both options, leaving the land to fend for itself. I could have picked one of the two options given. I could have risked my family and got my companions to try and free them, even though I was told that my family would be killed if I did that, and that we were being watched. And more. We play in a sandbox game. No choices are forced on us.</p><p></p><p>Well, I did ask for examples of GM-driven RPGing, so in that sense there's no surprise that the example should be one that is heavily GM-driven!</p><p></p><p></p><p></p><p>My character's belief was that they would show up due to my "mistake," revealing my situation in a manner that would not get my family killed as I was obeying their instruction. He did not think they would kill the herbalist as she was not the witch. It was a risk for sure, because they might have decided to kill her anyway, but he was desperate to find a way out of the bind he was in.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7581059, member: 23751"] The DM supplies the story hook and we decided to go with it. I authored my family. Putting my family into play allowed them to be the target of the world at large. The herbalist was an encounter. I have no idea what the encounter was originally intended to be as I cut it short by summoning the bad guys. She was not happy with me, and went inside after it was over and refused to speak with us further. The girl was always the witch and not a "gotcha." We would have been given the clues to figure it out eventually, but we never got to that point due to my "great idea." It ended up being a surprise to us(and the DM who did not expect me to do that) when she was revealed to us in the way that it played out. They took the girl. We decided to try and free my family, then rescue the witch. The campaign ended early due to reasons not pertaining to the game, so we never did save our homeland. We got my family and were close to the witch when it ended. No. The NPC game me those choices, but I had any number of options that I could have taken. I could have attacked them and died. I could have been overcome by conflicting emotions and just retreated from both options, leaving the land to fend for itself. I could have picked one of the two options given. I could have risked my family and got my companions to try and free them, even though I was told that my family would be killed if I did that, and that we were being watched. And more. We play in a sandbox game. No choices are forced on us. Well, I did ask for examples of GM-driven RPGing, so in that sense there's no surprise that the example should be one that is heavily GM-driven! My character's belief was that they would show up due to my "mistake," revealing my situation in a manner that would not get my family killed as I was obeying their instruction. He did not think they would kill the herbalist as she was not the witch. It was a risk for sure, because they might have decided to kill her anyway, but he was desperate to find a way out of the bind he was in. [/QUOTE]
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