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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7578867" data-attributes="member: 42582"><p>"Fine print" normally refers to elements of a contract that are concealed/obscured from a consumer party to the contract.</p><p></p><p>I'm not sure how you see this term applying in the case of a RPG.</p><p></p><p>If a player knows that trolls are vulnerable to fire, the GM can't direct the player not to know it: if a player knows something, s/he knows it. What's the "fine print"?</p><p></p><p>If a player purports to stipulate that NPC Z believes such-and-such and has such-and-such intentions, and the GM actually has control of Z in play, then the GM can stipulate whatever s/he wants about Z's beliefs and intentions. (The GM may or may not which to have some regard to what the player has stipulated, depending on the details of who introduced Z into the fiction and who is responsible in play for playing Z - as I discussed in my post not far upthread.) What's the "fine print"?</p><p></p><p>I'm not certain, but you seem to be suggesting that if a player writes into his/her PC's backstory <em>I know what Z thinks</em>, where Z is a NPC played by the GM, then the GM is obliged to tell stuff to the player about Z's thoughts. But 4e doesn't work like that. If a player wants to oblige the GM to provide that sort of information, then the player has to declare an appropriately-framed Knowledge check.</p><p></p><p>Again it's not clear to me what you have in mind.</p><p></p><p>I am asserting that if a player <em>actually knows that standard D&D trolls are vulnerable to fire</em>, and if a GM <em>frames that player's PC into a confrontation with a standard D&D troll</em>, then there is no rule in 4e that directs the player not to use his/her knowledge, nor any rule that permits the GM to decide what action declaration the player should make.</p><p></p><p>If a player wants to write something into his/her PC's background that would explain that knowledge about trolls, that's the player's prerogative.</p><p></p><p>That's up to the player and GM to decide.</p><p></p><p>But it also goes back to my principal point: if a GM wants to run a game in which XYZ is secret, but in fact the players in the game know XYZ, then something has gone wrong. Because - self-evidently - XYZ in that case is not secret!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7578867, member: 42582"] "Fine print" normally refers to elements of a contract that are concealed/obscured from a consumer party to the contract. I'm not sure how you see this term applying in the case of a RPG. If a player knows that trolls are vulnerable to fire, the GM can't direct the player not to know it: if a player knows something, s/he knows it. What's the "fine print"? If a player purports to stipulate that NPC Z believes such-and-such and has such-and-such intentions, and the GM actually has control of Z in play, then the GM can stipulate whatever s/he wants about Z's beliefs and intentions. (The GM may or may not which to have some regard to what the player has stipulated, depending on the details of who introduced Z into the fiction and who is responsible in play for playing Z - as I discussed in my post not far upthread.) What's the "fine print"? I'm not certain, but you seem to be suggesting that if a player writes into his/her PC's backstory [I]I know what Z thinks[/I], where Z is a NPC played by the GM, then the GM is obliged to tell stuff to the player about Z's thoughts. But 4e doesn't work like that. If a player wants to oblige the GM to provide that sort of information, then the player has to declare an appropriately-framed Knowledge check. Again it's not clear to me what you have in mind. I am asserting that if a player [I]actually knows that standard D&D trolls are vulnerable to fire[/I], and if a GM [I]frames that player's PC into a confrontation with a standard D&D troll[/I], then there is no rule in 4e that directs the player not to use his/her knowledge, nor any rule that permits the GM to decide what action declaration the player should make. If a player wants to write something into his/her PC's background that would explain that knowledge about trolls, that's the player's prerogative. That's up to the player and GM to decide. But it also goes back to my principal point: if a GM wants to run a game in which XYZ is secret, but in fact the players in the game know XYZ, then something has gone wrong. Because - self-evidently - XYZ in that case is not secret! [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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