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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Umbran" data-source="post: 7558148" data-attributes="member: 177"><p>"An idea," is not, "the life story of every person within." An idea may not even be knowing how many people are actually there at any given time. The typical RPG "an idea" is a listing of the people who the GM thinks is important at the time they wrote it. </p><p></p><p>If they wrote it. Many is the time when the procedure is more like, "Hm. We want to find members of this sect. Where are they likely to hang out? In this culture... maybe a teahouse? Hey, GM, we go look for a teahouse to see if we can find some members of this sect!" And, this idea is *entirely reasonable*, but the GM didn't think of it beforehand, and so there is no teahouse detailed in the campaign setting, though there are plenty of them implied. The GM has the choice of winging it, or shooting down a reasonable idea because they didn't think of it.</p><p></p><p>This latter is, long run, a losing proposition. The players literally have more brains than the GM. They will think of things the GM hasn't considered, as the GM is one person with a day job and other things to do with their time than detail out everything to the finest detail. The GM is well-served to answer most incidents of , "Mother, may I?" with the improv technique of, "Yes, and..."</p></blockquote><p></p>
[QUOTE="Umbran, post: 7558148, member: 177"] "An idea," is not, "the life story of every person within." An idea may not even be knowing how many people are actually there at any given time. The typical RPG "an idea" is a listing of the people who the GM thinks is important at the time they wrote it. If they wrote it. Many is the time when the procedure is more like, "Hm. We want to find members of this sect. Where are they likely to hang out? In this culture... maybe a teahouse? Hey, GM, we go look for a teahouse to see if we can find some members of this sect!" And, this idea is *entirely reasonable*, but the GM didn't think of it beforehand, and so there is no teahouse detailed in the campaign setting, though there are plenty of them implied. The GM has the choice of winging it, or shooting down a reasonable idea because they didn't think of it. This latter is, long run, a losing proposition. The players literally have more brains than the GM. They will think of things the GM hasn't considered, as the GM is one person with a day job and other things to do with their time than detail out everything to the finest detail. The GM is well-served to answer most incidents of , "Mother, may I?" with the improv technique of, "Yes, and..." [/QUOTE]
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