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2 year campaign down the drain?
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<blockquote data-quote="prabe" data-source="post: 7976136" data-attributes="member: 7016699"><p>That was intentional, to establish what the players <strong>could</strong> establish. I don't think that renders them as powerless in the face of The Almighty GM as you seem to. I probably should have said something to that effect; I apologize I wasn't clear.</p><p></p><p></p><p></p><p>If the PC are searching the captain's daughter's hope chest, it's because they've found something somewhere else leading them to believe they'll find what they're looking for there. Frankly, I'm not likely to be as granular as all-a-that: They'd probably find information indicating the captain had it, and if they were in a position to search his home they'd find it in, if you prefer, his daughter's hope chest. Or, not, if the captain didn't have it, or he had it in some other place (his quarters on his ship, for instance).</p><p></p><p></p><p></p><p>And as I said to [USER=6801328]@Elfcrusher[/USER] above, I'm not usually so specific about where whatever the characters are looking for is, and I'm certainly not fixated on there only being one path to getting to it. I would say I run with a good deal of flexibility, even though the players have practically no opportunity or explicit authority to edit the world in the ways you talk about (sometimes I'll ask them to do so, and I listen to the table talk and sometimes I'll react to that). No, it's not as rigorous as in some other games, but it works at least as well for me, and it genuinely doesn't feel like "the players have to figure out what the GM has in mind."</p></blockquote><p></p>
[QUOTE="prabe, post: 7976136, member: 7016699"] That was intentional, to establish what the players [B]could[/B] establish. I don't think that renders them as powerless in the face of The Almighty GM as you seem to. I probably should have said something to that effect; I apologize I wasn't clear. If the PC are searching the captain's daughter's hope chest, it's because they've found something somewhere else leading them to believe they'll find what they're looking for there. Frankly, I'm not likely to be as granular as all-a-that: They'd probably find information indicating the captain had it, and if they were in a position to search his home they'd find it in, if you prefer, his daughter's hope chest. Or, not, if the captain didn't have it, or he had it in some other place (his quarters on his ship, for instance). And as I said to [USER=6801328]@Elfcrusher[/USER] above, I'm not usually so specific about where whatever the characters are looking for is, and I'm certainly not fixated on there only being one path to getting to it. I would say I run with a good deal of flexibility, even though the players have practically no opportunity or explicit authority to edit the world in the ways you talk about (sometimes I'll ask them to do so, and I listen to the table talk and sometimes I'll react to that). No, it's not as rigorous as in some other games, but it works at least as well for me, and it genuinely doesn't feel like "the players have to figure out what the GM has in mind." [/QUOTE]
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