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

    Robbing the player of choice, or feeding him with an illusory one. That's why they call it illusionism, because you can't see the trick. So me, the Gm, decide that you, the Pc, will have to choose between your family and the land by the end of the next adventure, making sure you will find the...
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    A GMing telling the players about the gameworld is not like real life

    Right, I see. The example was provided as an ...example.. of drama in Gm-driven play. I can't see any drama. It's a quest, like many others.
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    A GMing telling the players about the gameworld is not like real life

    A better analogy is serialized fiction. Conan by Howard, or the X-men by Claremont, are the first that come to mind. --- Instead of drama, I would call it suspance, anticipation, taking risks, trepidation for the unknown.
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    A GMing telling the players about the gameworld is not like real life

    Ok so we have some pretty straightforward bad Npc that threaten lives of innocent Npc: linear railroad with evident psicological use of Force (because children + heroes pc, for Goodness sake). And the Drama is, what? A metagamey resource management?
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    A GMing telling the players about the gameworld is not like real life

    Not player knowledge of Real World, we're debating, but P K of Game World, and the quoted part from RQ doesn't say anything on the latter. It does speak of Pc boundaries, so everithing is still open to debate where this limit is, but the provided example warns only on OBVIOUS real world knowledge.
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    A GMing telling the players about the gameworld is not like real life

    So, we have Gm controlled Npcs that kidnap Gm contr. Npcs that force Pc* to search for a Gm cntr Npc** in order to invade a land of Gm cntr Npcs... Man, if that's not railroad, I don't know what else could be. I would dare say that Gm is violating the Czege Principle ;) *because family...
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    A GMing telling the players about the gameworld is not like real life

    Right, and that is from player' side. I was asking from the Gm side, since I understand Imaculata is the Gm in the Death God example, and me being a bit provocative, like: how even if is the Gm, can he/she be sure if a Death God will take offense?
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    A GMing telling the players about the gameworld is not like real life

    Moreover, from a Gm perspective, why should a Gm always be careful to what decides, pay attention to what is reasonable for Pc to know, regard players as in need of freedom, but also protect them from the perils of the game-world by deploying adequate challenges, enforcing a neutral, plausible...
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    A GMing telling the players about the gameworld is not like real life

    Seems legit and perfectly reasonable. But let's take nothing for granted: How do you know for sure the God of Death will not take offense? More: that moment of uncertainty from the Player couldn't foresee an important instance of play, I dunno: a dilemma for religious priests in the setting...
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    A GMing telling the players about the gameworld is not like real life

    Wanted: dead or alive Schrodinger's Cat
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    A GMing telling the players about the gameworld is not like real life

    If Player knowledge must be separated from Pc knowledge, what's the point of talking IC in first person? Pc is on trial, Player must debate IC before being allowed to roll/set the difficulty. Why? The Player ain't no lawyer, ain't no Bard. Pc is under siege, Player must come up with a detailed...
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    A GMing telling the players about the gameworld is not like real life

    Frankly, I find this weird. More so in light of a system like D&D. Sounds way more "narrativey, storygamey" than a fancy indie game, considering that all of it is played solely under table/Gm consensus, in practice: freeform. Like: that one, unique, thing that keeps the table together, is...
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    Capture and Player Agency

    Hi. I'd say: skip the prologue, start the AP as written, and, when needed, use brief flashbacks.
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    A GMing telling the players about the gameworld is not like real life

    Sure. On acting / writing skill: it would need a system in which it is important; mechanically, procedurally, useful for the resolution Dogs in the vineyard comes to mind. Moreover, the seminal game (that also inspired DitV) Trollbabe, by Ron Edwards (circa y 2000), relies on player's...
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    A GMing telling the players about the gameworld is not like real life

    It means 4e does not assume orwellian doublethink ;)
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    A GMing telling the players about the gameworld is not like real life

    Immersion/metagame are two contradictory thinking at once. Reminded me of Orwell's doublethink. Infer what you will from the quote, you talking about acting. Rpg btw is not like acting on a script
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    A GMing telling the players about the gameworld is not like real life

    I guess it depends if the BBEG plans are widely obvious in the setting, or they are inside the Gm notes. I'd say go with DW's Discern Reality Move to find out (risking an unexpected twist in case of failure) or with any Strategy skill check. If the game involves high level Pcs deeply rooted...
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    A GMing telling the players about the gameworld is not like real life

    Doublethink means the power of holding two contradictory beliefs in one's mind simultaneously, and accepting both of them. George Orwell, 1984
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    A GMing telling the players about the gameworld is not like real life

    Immersion. Thermal baths. Ponds. I see a recurrent methaphor. I will add 'diving', then. The immersive type 'might' be content enough of just bathing in the open water, knowing the ocean had been there for billions of years and will be in the future, or else enjoying a rest on a desert beach in...
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