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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: 7580495" data-attributes="member: 29398"><p>No worries. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As long as you're applying disadvantages to cancel off advantages I'd likely have no problem with it were I in your game.</p><p></p><p>I tend to prefer the zero-to-hero arc, particularly as it helps allow for some long-term growth and change during a long campaign.</p><p></p><p>Indeed, but in my game almost all of that happens at char-gen which to me largely falls in the meta realm anyway. The magic item one - that's almost always explainable in the fiction through the PC's own sense of self-preservation.</p><p></p><p>Two problems leap to mind.</p><p></p><p>One, if player A claims lordship of Karsos it denies players B, C and D the option of doing so should they have so desired.</p><p></p><p>Two, it grants potential advantages (wealth, status, authority) that wouldn't otherwise be present; and while some of that can be cancelled out by political considerations etc., to do so presents a here-and-now headache for the DM which could have been thought out earlier had this fact of nobility been known earlier e.g. at char-gen.</p><p></p><p>It comes under the aegis of player advocacy for their PC, and looking for an advantage.</p><p></p><p>Well for one thing if it did interfere with my plans the last thing I'm going to want to do is tell them that! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> That said, again if I-as-DM had known earlier about this nobility bit then I could have planned around it and even incorporated it in somewhere else if it made sense in the fiction. (e.g. the PC would likely have been dealt with much differently in some towns previously visited, and approached said visits differently also, had the nobility piece been known up front)</p><p></p><p>Yes, which means let's get the important bits of the background known up front rather than appearing out of nowhere halfway through.</p><p></p><p>I can't make something important in play if I don't know it exists. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For me it's a very great concern.</p><p></p><p>Fair enough.</p><p></p><p>The way to achieve this (and how I do it, when I can) is to take the scout's player aside and sort the scouting out beyond the hearing/knowledge of the other players, then leave the scout's player aside while I deal with the rest of 'em.</p><p></p><p>Sometimes yes, other times something might happen during that hour e.g. the main party are forced to move and thus won't be there for the scout to find on her return. Or, if the scout doesn't return after an hour and they really don't know why, for all I know they might say "Let's give her another half-hour"; an outcome much less likely if they-as-players already know she ain't coming back at all. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7580495, member: 29398"] No worries. :) As long as you're applying disadvantages to cancel off advantages I'd likely have no problem with it were I in your game. I tend to prefer the zero-to-hero arc, particularly as it helps allow for some long-term growth and change during a long campaign. Indeed, but in my game almost all of that happens at char-gen which to me largely falls in the meta realm anyway. The magic item one - that's almost always explainable in the fiction through the PC's own sense of self-preservation. Two problems leap to mind. One, if player A claims lordship of Karsos it denies players B, C and D the option of doing so should they have so desired. Two, it grants potential advantages (wealth, status, authority) that wouldn't otherwise be present; and while some of that can be cancelled out by political considerations etc., to do so presents a here-and-now headache for the DM which could have been thought out earlier had this fact of nobility been known earlier e.g. at char-gen. It comes under the aegis of player advocacy for their PC, and looking for an advantage. Well for one thing if it did interfere with my plans the last thing I'm going to want to do is tell them that! :) That said, again if I-as-DM had known earlier about this nobility bit then I could have planned around it and even incorporated it in somewhere else if it made sense in the fiction. (e.g. the PC would likely have been dealt with much differently in some towns previously visited, and approached said visits differently also, had the nobility piece been known up front) Yes, which means let's get the important bits of the background known up front rather than appearing out of nowhere halfway through. I can't make something important in play if I don't know it exists. :) For me it's a very great concern. Fair enough. The way to achieve this (and how I do it, when I can) is to take the scout's player aside and sort the scouting out beyond the hearing/knowledge of the other players, then leave the scout's player aside while I deal with the rest of 'em. Sometimes yes, other times something might happen during that hour e.g. the main party are forced to move and thus won't be there for the scout to find on her return. Or, if the scout doesn't return after an hour and they really don't know why, for all I know they might say "Let's give her another half-hour"; an outcome much less likely if they-as-players already know she ain't coming back at all. :) [/QUOTE]
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