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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7567615" data-attributes="member: 29398"><p>Depends on one's definition of "abused", maybe; or whether one sees a minority as "far too many" (which it probably is, but it's still the minority). It also depends on what importance the GM and-or players - particularly the players - put on internal consistency and-or logic within the setting.</p><p></p><p>I think you're a bit over the top on this one; never mind that it's just as true (if not more so) that good GMs have been more help to the tabletop RPG hobby than any other single factor, bar none.</p><p></p><p>Maybe, but my window on the greater gaming community these days is pretty much what I read in here - and saying no in these parts ain't so popular. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The only thing I see this approach accomplishing is the removal of some of the mystery from the game/setting. Many times the tension and sense of mystery is increased when the DM calls for rolls for no reason whatsoever in order to disguise the real roll when it happens...just as one example.</p><p></p><p>Which, taken to it's conclusion, means the players are each time setting both the problem (mystery) and its solution; and then hoping the dice co-operate and don't drag in too many complications. Isn't that like reading the end of a murder novel to find out whodunnit and then reading through the rest to see how things got there?</p><p></p><p>With a "puzzle", as you call it, the players via their PCs have to think to find a solution; and have to accept 'no' sometimes when their ideas don't (or can't) work. And by 'no' I don't mean 'no but something else happens', I mean a flat 'no, that doesn't work' or 'no, that's wrong'. The simplest example is where the party have to solve a riddle in order to move forward - they either get the right answer or they (perhaps repeatedly) don't.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7567615, member: 29398"] Depends on one's definition of "abused", maybe; or whether one sees a minority as "far too many" (which it probably is, but it's still the minority). It also depends on what importance the GM and-or players - particularly the players - put on internal consistency and-or logic within the setting. I think you're a bit over the top on this one; never mind that it's just as true (if not more so) that good GMs have been more help to the tabletop RPG hobby than any other single factor, bar none. Maybe, but my window on the greater gaming community these days is pretty much what I read in here - and saying no in these parts ain't so popular. :) The only thing I see this approach accomplishing is the removal of some of the mystery from the game/setting. Many times the tension and sense of mystery is increased when the DM calls for rolls for no reason whatsoever in order to disguise the real roll when it happens...just as one example. Which, taken to it's conclusion, means the players are each time setting both the problem (mystery) and its solution; and then hoping the dice co-operate and don't drag in too many complications. Isn't that like reading the end of a murder novel to find out whodunnit and then reading through the rest to see how things got there? With a "puzzle", as you call it, the players via their PCs have to think to find a solution; and have to accept 'no' sometimes when their ideas don't (or can't) work. And by 'no' I don't mean 'no but something else happens', I mean a flat 'no, that doesn't work' or 'no, that's wrong'. The simplest example is where the party have to solve a riddle in order to move forward - they either get the right answer or they (perhaps repeatedly) don't. [/QUOTE]
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