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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Bedrockgames" data-source="post: 7564384" data-attributes="member: 85555"><p>I think the method can matter. A lot of this would pivot though on why they suggested the tea house. If they suggested the tea house because they had good reason to suspect the people were there, then sure they probably won't find anything a miss when they go there and the bone breaking sect is present. I think though if the GM is frequently having things happen simply because the PCs suggest it, over time, they may start to suspect their ideas are driving the reality of the campaign. And I think that is the crux of it. If their ideas are not actually the thing making that determination, there isn't really anything to hide in terms of believability. The GM is honestly making that determination based on existing material or reasoning his/her way to a conclusion about it based on criteria like what makes sense based on what is going on. Generally when believability collapses in a campaign, it isn't a certainty, it is more like a dawning realization. Similar to how you sometimes slowly realize you've been in a railroad if no matter what direction you go, you were bound to face that same plot hook or adventure. If no matter where we decide to go, what we are looking for is there, it is kind of the quantum ogre problem, just in reverse.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7564384, member: 85555"] I think the method can matter. A lot of this would pivot though on why they suggested the tea house. If they suggested the tea house because they had good reason to suspect the people were there, then sure they probably won't find anything a miss when they go there and the bone breaking sect is present. I think though if the GM is frequently having things happen simply because the PCs suggest it, over time, they may start to suspect their ideas are driving the reality of the campaign. And I think that is the crux of it. If their ideas are not actually the thing making that determination, there isn't really anything to hide in terms of believability. The GM is honestly making that determination based on existing material or reasoning his/her way to a conclusion about it based on criteria like what makes sense based on what is going on. Generally when believability collapses in a campaign, it isn't a certainty, it is more like a dawning realization. Similar to how you sometimes slowly realize you've been in a railroad if no matter what direction you go, you were bound to face that same plot hook or adventure. If no matter where we decide to go, what we are looking for is there, it is kind of the quantum ogre problem, just in reverse. [/QUOTE]
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