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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7565489" data-attributes="member: 82106"><p>Sure, and as I say, I think there is coherency, which dictates that at the very least the players are able to look at what they know about the game world and come up with a determination of what they will find when they go into the inn. All of the possible criteria can be factored there too, though it is certainly a positive when you can say "well, the CHARACTERS line of reasoning was..." and it doesn't come across as completely absurd (because, again coherency, if my character's personality and story are based on internally inconsistent material its hard to understand or portray). </p><p></p><p>I don't think you and I, and probably a lot of the other people around here, are really saying anything too different. I do think some people put more emphasis on this idea than seems needed by me, but its just different strokes.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7565489, member: 82106"] Sure, and as I say, I think there is coherency, which dictates that at the very least the players are able to look at what they know about the game world and come up with a determination of what they will find when they go into the inn. All of the possible criteria can be factored there too, though it is certainly a positive when you can say "well, the CHARACTERS line of reasoning was..." and it doesn't come across as completely absurd (because, again coherency, if my character's personality and story are based on internally inconsistent material its hard to understand or portray). I don't think you and I, and probably a lot of the other people around here, are really saying anything too different. I do think some people put more emphasis on this idea than seems needed by me, but its just different strokes. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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