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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: 7581647" data-attributes="member: 29398"><p>They don't, which is why it's on the DM* to come up with a plausible reason that these people suddenly find themselves a) together and b) with a common purpose, no matter how temporary.</p><p></p><p>* - though the players can do it themselves too, as happened to start my current campaign (bless their little hearts!) <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>The only base assumption underlying the process is that the PCs have either chosen to become adventurers or for whatever reason have the skills and abilities for it anyway.</p><p></p><p>Whether the arrangement persists or crashes into acrimony, I don't care. All I need to worry about is getting 'em together in the first place; after which if they all want to kill each other that's fine by me. <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>The work-with-hostile-races (or cultures) piece bugs me too, and if any of my PCs find themselves in that situation there's usually a problem before too long. (e.g. my upstanding small-p paladinic 3e Ranger finding himself running with a nasty half-dragon PC in the same party: "I've spent half my adult life training up on how to kill these things and now you expect me to run with one?!". Yeah, that didn't last long.)</p><p></p><p>Always working in the best interests of the group? Not always so much; more often it's merely going through the motions of working with the group in order to better fulfill one's own agenda and plans. But it looks good from the outside. <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: 7581647, member: 29398"] They don't, which is why it's on the DM* to come up with a plausible reason that these people suddenly find themselves a) together and b) with a common purpose, no matter how temporary. * - though the players can do it themselves too, as happened to start my current campaign (bless their little hearts!) :) The only base assumption underlying the process is that the PCs have either chosen to become adventurers or for whatever reason have the skills and abilities for it anyway. Whether the arrangement persists or crashes into acrimony, I don't care. All I need to worry about is getting 'em together in the first place; after which if they all want to kill each other that's fine by me. :) The work-with-hostile-races (or cultures) piece bugs me too, and if any of my PCs find themselves in that situation there's usually a problem before too long. (e.g. my upstanding small-p paladinic 3e Ranger finding himself running with a nasty half-dragon PC in the same party: "I've spent half my adult life training up on how to kill these things and now you expect me to run with one?!". Yeah, that didn't last long.) Always working in the best interests of the group? Not always so much; more often it's merely going through the motions of working with the group in order to better fulfill one's own agenda and plans. But it looks good from the outside. :) [/QUOTE]
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