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<blockquote data-quote="gizmo33" data-source="post: 2244134" data-attributes="member: 30001"><p>That's hilarious. So the treant just turns around and goes home? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> "Ooops, my bad, you guys look low level, I'll just wait over here until you're higher level" If a treant lives at point X on the map in your world, that should be good enough for L. Maybe next time he'll complain that you have too many peasants living in a particular village?</p><p> </p><p></p><p> </p><p>I've found games with multiple, simultaneous PC perspectives very complicated to run. You have your work cut out for you even if the players act in good faith.</p><p> </p><p></p><p> </p><p>I've said it before and I'll say it again - that guy needs a visit from an ethereal mummy. It's not metagaming that's the problem IMO - it's just that the dude seems very inconsiderate about the time you put into your game. The campaign world is YOUR world and he doesn't know anything about it except what you tell him. I'm not sure I'd even argue with him about it.</p><p>L: "In Ravenloft, I'd get a saving throw"</p><p>Gizmo: "Really? That's interesting. Tell me more about this 'Ravenloft' while you roll up your new character. Maybe you should name your new character Ravenloft."</p><p> </p><p></p><p> </p><p>If they're so in to your game that they need to plot and plan with the missing player, I'd take that as a compliment. That being said, if you're trying to manage what the PLAYERS are being told, then you are tacitly supporting the perspective that the player and the PC are the same, and therefore you have to expect that the players will follow your lead on this. I wouldn't try to run a serious multi-perspective game without a couple of sound booths and a LAN hookup. To run a traditional DnD game like this I think is nearly impossible if the players don't cooperate. So IMO:</p><p>1. don't worry so much about what the players know</p><p>2. disallow any action that's clearly based on player information</p><p>3. lower your expectations on the multi-perspective thing. If P1 mysteriously trusts the actions of P2, chalk it up to intuition and loyalty. </p><p> </p><p></p><p> </p><p>This is what I mean. You're playing the player, not the character. I advise you to consider changing your DMing style slightly - base your surprises more on group knowledge rather than individual knowledge so you don't have to work so hard to keep people from talking to each other. Given the personalities and technology involved, I'm pessimistic that things are ever going to work smoothly the way that you want them to.</p><p> </p><p></p><p> </p><p>As I said, IMO you should stop doing this. You're reinforcing the idea that the player is the character. </p><p> </p><p>One multi-perspective game I played in - we were given pre-generated characters and backgrounds. The DM spent alot of time out in the hall with subsets of the group. It worked because a. the players were cooperative b. they weren't our characters.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2244134, member: 30001"] That's hilarious. So the treant just turns around and goes home? :p "Ooops, my bad, you guys look low level, I'll just wait over here until you're higher level" If a treant lives at point X on the map in your world, that should be good enough for L. Maybe next time he'll complain that you have too many peasants living in a particular village? I've found games with multiple, simultaneous PC perspectives very complicated to run. You have your work cut out for you even if the players act in good faith. I've said it before and I'll say it again - that guy needs a visit from an ethereal mummy. It's not metagaming that's the problem IMO - it's just that the dude seems very inconsiderate about the time you put into your game. The campaign world is YOUR world and he doesn't know anything about it except what you tell him. I'm not sure I'd even argue with him about it. L: "In Ravenloft, I'd get a saving throw" Gizmo: "Really? That's interesting. Tell me more about this 'Ravenloft' while you roll up your new character. Maybe you should name your new character Ravenloft." If they're so in to your game that they need to plot and plan with the missing player, I'd take that as a compliment. That being said, if you're trying to manage what the PLAYERS are being told, then you are tacitly supporting the perspective that the player and the PC are the same, and therefore you have to expect that the players will follow your lead on this. I wouldn't try to run a serious multi-perspective game without a couple of sound booths and a LAN hookup. To run a traditional DnD game like this I think is nearly impossible if the players don't cooperate. So IMO: 1. don't worry so much about what the players know 2. disallow any action that's clearly based on player information 3. lower your expectations on the multi-perspective thing. If P1 mysteriously trusts the actions of P2, chalk it up to intuition and loyalty. This is what I mean. You're playing the player, not the character. I advise you to consider changing your DMing style slightly - base your surprises more on group knowledge rather than individual knowledge so you don't have to work so hard to keep people from talking to each other. Given the personalities and technology involved, I'm pessimistic that things are ever going to work smoothly the way that you want them to. As I said, IMO you should stop doing this. You're reinforcing the idea that the player is the character. One multi-perspective game I played in - we were given pre-generated characters and backgrounds. The DM spent alot of time out in the hall with subsets of the group. It worked because a. the players were cooperative b. they weren't our characters. [/QUOTE]
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