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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Numidius" data-source="post: 7576089" data-attributes="member: 6972053"><p>In the closed-world version of high simulative immersive play, I've seen the Personality Traits (and ad-hoc background) used by Gm as leverage to obtain the auspicable course of action declarations from Pc. During play, enforced by in-character superNpc, later on, out of char, by the Gm to the Player. (Eg: Nature & Demeanor traits in Vampire the Masquerade)</p><p></p><p>The open world version (always IME) sees background and traits as burdens on the path of free roaming plot-less exploration. </p><p></p><p>Both need to heavily house-rule the system in order to obtain the desired gameplay. Getting rid of significant past Npc, BG, Traits, Goals, or viceversa reinforce them ad-hoc in order to keep the game inside a closed environment. </p><p>Btw those Gms were very good at what they did: skilled and self confident. The downside being that Pc actions were usually clueless and meaningless. </p><p>In both games, I joined because the Gm needed new blood to propel the stagnating game forward. They wouldn't change approach anyway, so, sooner or later, games came to an end. In the closed world, the Gm had me change Pc: I wasnt conformating to his expectations. In the open one, I rolled a second Pc to actively take the party out of the thermal pools. </p><p></p><p>Both games were very deadly combat-wise, so players spent most of the time trying not to engage any dangerous course of action. Npcs were very consistent personality-wise, but not so relatable by Pcs.</p></blockquote><p></p>
[QUOTE="Numidius, post: 7576089, member: 6972053"] In the closed-world version of high simulative immersive play, I've seen the Personality Traits (and ad-hoc background) used by Gm as leverage to obtain the auspicable course of action declarations from Pc. During play, enforced by in-character superNpc, later on, out of char, by the Gm to the Player. (Eg: Nature & Demeanor traits in Vampire the Masquerade) The open world version (always IME) sees background and traits as burdens on the path of free roaming plot-less exploration. Both need to heavily house-rule the system in order to obtain the desired gameplay. Getting rid of significant past Npc, BG, Traits, Goals, or viceversa reinforce them ad-hoc in order to keep the game inside a closed environment. Btw those Gms were very good at what they did: skilled and self confident. The downside being that Pc actions were usually clueless and meaningless. In both games, I joined because the Gm needed new blood to propel the stagnating game forward. They wouldn't change approach anyway, so, sooner or later, games came to an end. In the closed world, the Gm had me change Pc: I wasnt conformating to his expectations. In the open one, I rolled a second Pc to actively take the party out of the thermal pools. Both games were very deadly combat-wise, so players spent most of the time trying not to engage any dangerous course of action. Npcs were very consistent personality-wise, but not so relatable by Pcs. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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