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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: 7580775" data-attributes="member: 42582"><p>Here's some stuff from RuneQuest (Avalon Hill Deluxe Edition, 1993, p 8):</p><p></p><p style="margin-left: 20px"><strong><u>The Player</u></strong></p> <p style="margin-left: 20px">As a player, your first duty is to play within the limits of the characters you generate. Even though you are a chemistry major, for instance, your shepherd character cannot (without learning or training) stroll to a game world village and open an alchemy shop.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Operating within your adventurers' limits will challenge your imagination. How well you act out the roles you create defines how well you roleplay, the ultimate enjoyment which this art form affords. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Always have some idea of your character before you start, but also allow new eents in his or her game life to help shape the character's personality. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><u>Cooperation and Competition</u></strong></p> <p style="margin-left: 20px">Gaming is social. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Cooperation is essential to enjoyable roleplaying games, for the participants work together for a common goal - overcoming opponents, or a hostile setting controlled by an impartial gamemaster.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For instance, a party of adventurers will not survive against a bunch of monsters if they are not willing to aid each other . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Players too must work together. . . . If you know something appropriate to a situation, share it gently, not with disparaging remarks. Leave personal animosities out of the game.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There also needs to be cooperation between players and gamemaster. Though the gamemaster creates the world and manipulates its details, it's also true that the game remains a game for him as well, and that he likes to have fun playing too. Players should pit their ingenuity against the game world, not the gamemaster.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The gamemaster should be interested in his players' opinions on game matters, and the players should debate rules questions and play opportunities with him. Gamemaster decisions are final, and players must be will to take losses if the gamemaster sticks to his ruling. All the same, strive to work out questions by discussion. Both palyers and gamemasters should be willing to change their minds if necessary and occasionally adjust the game to the situation at hand. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Simple communication builds enjoyable and understandable worlds for adventuring. The rewards of cooperation are great . . .</p><p></p><p>It's interesting to see that there is no statement of any universal metagame ban - eg players are expected to play their PCs as cooperative to one another for reasons to do with <em>gameplay</em>, not ingame reasons.</p><p></p><p>It's also interesting to see the approach to rules questions, and the emphasis on collaboration/consensus rather than GM rulings and GM decision-making.</p><p></p><p>And this is from a hardcore simulationist game!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7580775, member: 42582"] Here's some stuff from RuneQuest (Avalon Hill Deluxe Edition, 1993, p 8): [indent][B][U]The Player[/U][/B] As a player, your first duty is to play within the limits of the characters you generate. Even though you are a chemistry major, for instance, your shepherd character cannot (without learning or training) stroll to a game world village and open an alchemy shop. Operating within your adventurers' limits will challenge your imagination. How well you act out the roles you create defines how well you roleplay, the ultimate enjoyment which this art form affords. . . . Always have some idea of your character before you start, but also allow new eents in his or her game life to help shape the character's personality. . . . [B][U]Cooperation and Competition[/U][/B] Gaming is social. . . . Cooperation is essential to enjoyable roleplaying games, for the participants work together for a common goal - overcoming opponents, or a hostile setting controlled by an impartial gamemaster. For instance, a party of adventurers will not survive against a bunch of monsters if they are not willing to aid each other . . . Players too must work together. . . . If you know something appropriate to a situation, share it gently, not with disparaging remarks. Leave personal animosities out of the game. There also needs to be cooperation between players and gamemaster. Though the gamemaster creates the world and manipulates its details, it's also true that the game remains a game for him as well, and that he likes to have fun playing too. Players should pit their ingenuity against the game world, not the gamemaster. The gamemaster should be interested in his players' opinions on game matters, and the players should debate rules questions and play opportunities with him. Gamemaster decisions are final, and players must be will to take losses if the gamemaster sticks to his ruling. All the same, strive to work out questions by discussion. Both palyers and gamemasters should be willing to change their minds if necessary and occasionally adjust the game to the situation at hand. . . . Simple communication builds enjoyable and understandable worlds for adventuring. The rewards of cooperation are great . . .[/indent] It's interesting to see that there is no statement of any universal metagame ban - eg players are expected to play their PCs as cooperative to one another for reasons to do with [I]gameplay[/I], not ingame reasons. It's also interesting to see the approach to rules questions, and the emphasis on collaboration/consensus rather than GM rulings and GM decision-making. And this is from a hardcore simulationist game! [/QUOTE]
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