hawkeyefan
Legend
As I said, I occasionally allow quantum gear if it makes sense. For the most part though, it's all dependent on the work they put in ahead of time in the background and investigation they do before attempting to get the McGuffin. So by the time they head to the McGuffin HQ, they should be ready. Depending on how well the investigation goes, I may tell them what they know, even giving them summary bullet points. This is especially true if the initial footwork was done the previous session.
Sure. I think the thing with Blades is that it elides at least some of that prep on the characters part through a few different means; the Engagement Roll, Gear/Loadout, and Flashbacks. The system is helping to portray this by having these mechanics.
So would you say that the chronology of events is important to your sense of verisimilitude?
To me preparing is half the fun, and potentially half the risk, of planning an incursion. It's also more simulationist to assume the characters don't know everything about the super secret lair. Talk to the wrong people or say the wrong thing? You may tip your hat (helmet?) and give the BBEG a heads up. You may exceed my expectations and I'll grant some other benefits I would not have otherwise. It also involves more than just equipment of course, you could gain allies or make additional enemies along the way. Planning for major events can take up an entire session.
So then do you think it's about the process? That we largely mimic the actual process that's taking place for the characters, in so much as we are able to do so sitting at a table and talking? So we as players follow roughly the same steps as the characters... first we research the place, then we decide what to bring, then we fill our packs, then off we go.... is that what makes it a simulation?
Can there be a breach to that sequence while still maintaining simulation? Or is that it, once there's a compromise, that's it? I think the way most RPGs play must allow some of this, no? If so, then what is it that causes issues for people?
When it comes to quantum equipment I can then think about the preparation and think about whether or not there's a reasonable chance the PC would have known to bring X. If they go into a room and you need the Holy Hand Grenade of Antioch to kill the guardian, did the PCs have any reasonable way to know they'd encounter the Rabbit of Caerbannog? Could they have known it if they had talked to the right person (no chance) or have there always been rumors of the fell beast that the PC could know (roll a check) or is it fairly common knowledge (automatic)?
Well, it's interesting. I hear the term "quantum equipment" often on this topic. But that's not what it is, really. It's just a matter of WHEN a fictional element is established. In the fictional world, of course you had the Holy Hand Grenade all along. How did you know to bring it? Well the dice will help us determine that, but there must be a reason because there it is.
Compare this to the process of a Knowledge check of some sort in D&D. The DM introduces some new element....the Rabbit of Caerbannog. The player of the Ranger says "Do I know anything about that?" and the DM calls for a roll. Success! He knows about it's big pointy teeth and its meanstreak that's a mile wide.
When did he learn this? Just then in that scene? Of course not. He learned it earlier in his life as a ranger, and we as the audience just learned of that.
Is this different than the gear? Do you think of this as a simulation or something else? Are we simulating the learning of esoteric information in any way? Is this not "quantum knowledge"?
Of course it's just a preference. Do you have the mastermind just hand you the blueprints perhaps with an explanation or do you have to find someone you can bribe to get the blueprints. It can go either way, neither is wrong.
Yeah, I agree with you here, it's definitely just a preference.