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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7576155" data-attributes="member: 6688277"><p>Sure, published modules and APs are pretty "fixed". Having said that though, In my table's ToD storyline I'm running things have been very much all over the place with the players selecting ways advantageous for their characters - finding plausible ways to draw dragons out of their lairs and deal with them on their own terms. As I see it, the AP is very much a guide, but you're right many people will be running it as is. In our ToD there are fixed scene-framing, events that have to happen (i.e. each council meeting), but these have been very fluid and the players are free to have their characters skip them. </p><p></p><p></p><p></p><p>Pemerton was talking about <em>changing the fiction</em>, I'm not convinced "find traps" is a great example of what he was referring to.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7576155, member: 6688277"] Sure, published modules and APs are pretty "fixed". Having said that though, In my table's ToD storyline I'm running things have been very much all over the place with the players selecting ways advantageous for their characters - finding plausible ways to draw dragons out of their lairs and deal with them on their own terms. As I see it, the AP is very much a guide, but you're right many people will be running it as is. In our ToD there are fixed scene-framing, events that have to happen (i.e. each council meeting), but these have been very fluid and the players are free to have their characters skip them. Pemerton was talking about [I]changing the fiction[/I], I'm not convinced "find traps" is a great example of what he was referring to. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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