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    A GMing telling the players about the gameworld is not like real life

    Sounds a bit cold blooded, but I get the re-educational purpose. Of course, coming from DW experience, I'd return the question to the sender: "HOW exactly would you know about X?" and in case incorporate the new content in the fiction, if interesting. Sometimes it happened the contrary to me...
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    A GMing telling the players about the gameworld is not like real life

    Maxperson and iserith A party has already encountered The Ranger's favored enemy (say dragons?) so many times that every Pc at the table knows every single stat, power, weakness, full stat block of dragons. Then They encounter a dragon that is identical to a statted one in the MM, so nothing...
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    A GMing telling the players about the gameworld is not like real life

    Makes sense. I heard similar conversations in person
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    A GMing telling the players about the gameworld is not like real life

    "Telegraphed" being the bare minimum; better a clear and transparent phase to describe the situation, or, if not appropriate, at least a check to bring some light, or whatever. Otherwise we go back to the Outguessing-the-Gm minigame, bordering on ... I dare not say it... starts with M...
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    A GMing telling the players about the gameworld is not like real life

    Very good :) Your table is way less Gm-centric/driven than those I played in, or run, and been complaining about all the time. I see that you and Lanefan, who advocate for no-metagame at all, have both "unusual" games (IME), like multiple Gms, or multiple parties under same Gm/Setting. I guess...
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    A GMing telling the players about the gameworld is not like real life

    Having multiple Gms is so cool. I believe this single feature would have solved most of the problems and saved most of the tables I been playing at. If I had prepped Demons, and Players wanted Pirates, I'd probably got very bitter ;) If you had to start a new campaign, would you discuss with...
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    A GMing telling the players about the gameworld is not like real life

    Man, these are your words, not mine.
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    What are you currently playing?

    I still play in a wfrp2 group. What your opinions on ZH?
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    A GMing telling the players about the gameworld is not like real life

    For my part I try to understand why people play this things even if their games collapse in the long term (if lucky), again and again. All IME. I'd really like to play a trad/Gm driven fantasy game, but I find either slow railroads or clueless sandboxes, with no player inputs considered, and Gm...
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    I need ideas for next session!

    Hi. My ideas: - They undergo full punishment (masks, naked, exiled...) and Players make new characters in the same city, or wherever the guilty Pcs are taken to. Old Characters will be around as Npc, a living memorandum not to mess with fire & Authority in the future. -They undergo full...
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    A GMing telling the players about the gameworld is not like real life

    I see different issues than you do. You point to labels, I point to behaviours being enforced by long standing habits and fostered by more recent manuals, eventually exemplified by labels. I just scrolled on the 5e forum on this very board and found someone seeking help to un-knot his game...
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    A GMing telling the players about the gameworld is not like real life

    I know, cause I'm a Gm too. That's why I see the matter from both sides of the barricade. And since mainstream games are so Gm-centric, I think it's from Gm's role that it all starts and must be discussed. A deeply rooted habit, extended also to players, is still in place, and that prevents me...
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    A GMing telling the players about the gameworld is not like real life

    This is the right question. Everything is in there.
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    A GMing telling the players about the gameworld is not like real life

    This Uncle Elmo should have kept his mouth shut! Well I imagine children singing unclaimed tunes about trolls & fire all over the game world and grannies telling the same tale to them before sleeping
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    A GMing telling the players about the gameworld is not like real life

    Personally I'd play or run even an hyper realistic game, content wise. But if it has to be mostly Gm-driven, Gm decides, I'd pass. And if it had too many rules and minutiae, especially if on a single arena of play (say: combat) I'd pass either.
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    A GMing telling the players about the gameworld is not like real life

    That's for sure. I can hardly imagine going to my players and starting a session saying: "Your family has been kidnapped" (table flips, turmoil ensues) Following your line of thought, it would be perfectly fine if your hypothetical Gm says: "Your whole treasure has been stolen"
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    A GMing telling the players about the gameworld is not like real life

    Fair enough. It was you in that game and I have to take your words as final. I am left with the suspicion that your Gm had everything planned in advance, and the events went accordingly. Which is fine, btw. I value drama (hard choices) also from the Gm perspective, so having all planned...
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    A GMing telling the players about the gameworld is not like real life

    Yeah :D why bother fishing at all? Otium: god of downtime, forever resting in a circular cosmic hot bath surrounding the Outer Void, worshipped only by a few and far between Pcs, when they're not in The Field.
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    A GMing telling the players about the gameworld is not like real life

    MM talks about gameworld, not real world. If I bring to the table my chemistry schoolbook and want to use it in the game, then it's real world knowledge. Anyway if the genre is Alchemic Steampunk, I would probably allow even the chemistry manual During DW first session of worldbuilding, the...
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