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World Building Theme and idea theft
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<blockquote data-quote="Laurefindel" data-source="post: 9061527" data-attributes="member: 67296"><p>As other said, it isn't easy to use foreshadowing in RPG, but it is doable and can bring some of the most memorable moments around the table.</p><p></p><p>First, in order to be foreshadowed, it needs to have happen (or be hinted at) before. That much is obvious. It can be done with enough forethought from the DM's part, but it can also happen almost accidentally.</p><p></p><p>Because of the very nature of RPG, the former is particularly hard, but the latter happens more often than we think (only, we don't notice). As a DM, I often throw hints and hooks in the early stages of the game and keep notes (or mental track) of them, not really knowing if anything will come out of any. Then, depending how the game takes shape, I can use some of these previously introduced elements. Some will never happen, some will be dead ends, but if i'm lucky I can pull a good trick out of one or two.</p><p></p><p>The other way is through proper planning, but one needs to learn when to doubledown on planned events, and when to let go and move on with the flow of the (anamorphic by nature) game.</p><p></p><p></p><p>Not only is it not cheating, it's a gamestyle of its own. Be careful about bait-and-switching however; the new themes introduced as the game unfolds shouldn't go against those announced or advertised in the beginning of the campaign.</p><p></p><p>Also, we're often told that metagaming is BAD(!) but really, not all of it is. At the very least, one player understanding that this character is another PC (rather than a random NPC) and adjust their play accordingly is good metagaming IMO. My one rule zero I really insist on is "don't be a jerk", but it helps when players adjust their character's roleplay to work together. Conversly, players making an effort to play into the themes and tropes of the game isn't bad metagaming, but assuming very specific secrets might ruin the fun.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9061527, member: 67296"] As other said, it isn't easy to use foreshadowing in RPG, but it is doable and can bring some of the most memorable moments around the table. First, in order to be foreshadowed, it needs to have happen (or be hinted at) before. That much is obvious. It can be done with enough forethought from the DM's part, but it can also happen almost accidentally. Because of the very nature of RPG, the former is particularly hard, but the latter happens more often than we think (only, we don't notice). As a DM, I often throw hints and hooks in the early stages of the game and keep notes (or mental track) of them, not really knowing if anything will come out of any. Then, depending how the game takes shape, I can use some of these previously introduced elements. Some will never happen, some will be dead ends, but if i'm lucky I can pull a good trick out of one or two. The other way is through proper planning, but one needs to learn when to doubledown on planned events, and when to let go and move on with the flow of the (anamorphic by nature) game. Not only is it not cheating, it's a gamestyle of its own. Be careful about bait-and-switching however; the new themes introduced as the game unfolds shouldn't go against those announced or advertised in the beginning of the campaign. Also, we're often told that metagaming is BAD(!) but really, not all of it is. At the very least, one player understanding that this character is another PC (rather than a random NPC) and adjust their play accordingly is good metagaming IMO. My one rule zero I really insist on is "don't be a jerk", but it helps when players adjust their character's roleplay to work together. Conversly, players making an effort to play into the themes and tropes of the game isn't bad metagaming, but assuming very specific secrets might ruin the fun. [/QUOTE]
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