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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Imaculata" data-source="post: 7558640" data-attributes="member: 6801286"><p>No, you're conflating two entirely different points here. The DM is not saying "No, you can't go to the teahouse", nor is he saying "No, there is no teahouse". Those two things would be examples of a DM going against the idea of "Yes, and...".</p><p></p><p>But whether the teahouse is actually a location where the players may run into members of this sect, is a whole different matter. I could allow the players to visit the teahouse and still rule that no members of the sect are present. As a DM I am not (always) well-served to just put the sect-members whereever the players decide to go. In fact, I think this is a pretty bad idea. </p><p></p><p>However what I could do instead, is have the players gather information at the teahouse, which may award them with a clue to where the sect is actually hiding.</p><p></p><p>As a DM I shouldn't always be rewarding every ludicrous action of my players. Instead, I should try my best to provide interesting interactions/gameplay for them, or provide other plothooks/clues for them to pursue, if they happen to be looking in the wrong place for the sect. As a DM I know where the sect is hiding, and that is where they (probably) are. They are not a quantum sect, they don't just teleport into the players path. If I make the sect just pop wherever the players go, this could seriously break their suspension of disbelief, which may not be what I want to do.</p><p></p><p>This doesn't mean that I am above moving bits of plot directly in the players path, in fact, I do that all the time. As long as something has not been revealed by me, it could be anywhere really. But it has to make sense. If all the clues point towards the sect hiding underneath the old opera house, I shouldn't be moving them to the teahouse, just because that's where the players decide to go. Instead, I should be coming up with something interesting they find there, and possibly something to help them get back on the right track.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7558640, member: 6801286"] No, you're conflating two entirely different points here. The DM is not saying "No, you can't go to the teahouse", nor is he saying "No, there is no teahouse". Those two things would be examples of a DM going against the idea of "Yes, and...". But whether the teahouse is actually a location where the players may run into members of this sect, is a whole different matter. I could allow the players to visit the teahouse and still rule that no members of the sect are present. As a DM I am not (always) well-served to just put the sect-members whereever the players decide to go. In fact, I think this is a pretty bad idea. However what I could do instead, is have the players gather information at the teahouse, which may award them with a clue to where the sect is actually hiding. As a DM I shouldn't always be rewarding every ludicrous action of my players. Instead, I should try my best to provide interesting interactions/gameplay for them, or provide other plothooks/clues for them to pursue, if they happen to be looking in the wrong place for the sect. As a DM I know where the sect is hiding, and that is where they (probably) are. They are not a quantum sect, they don't just teleport into the players path. If I make the sect just pop wherever the players go, this could seriously break their suspension of disbelief, which may not be what I want to do. This doesn't mean that I am above moving bits of plot directly in the players path, in fact, I do that all the time. As long as something has not been revealed by me, it could be anywhere really. But it has to make sense. If all the clues point towards the sect hiding underneath the old opera house, I shouldn't be moving them to the teahouse, just because that's where the players decide to go. Instead, I should be coming up with something interesting they find there, and possibly something to help them get back on the right track. [/QUOTE]
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