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*TTRPGs General
A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7581941" data-attributes="member: 29398"><p>That depends, I suppose, on whether you're only looking at trying to make the new element fit in with what's established (which, as you say, is often not that hard to do) or whether - and here's my sticking point - you're looking deeper to see if the new element would or could have caused anything already established to have been established differently at the time, had the new element been in place all along. And this is where it can get difficult, if the new element is anything significant.</p><p></p><p>With the wagons, the players stopped at asking about tracks; but given the size of the place they ultimately found (and obliterated, but that's another tale) they'd have also been very justified in asking why they hadn't met quite a few empty wagons coming back from the place or passed full ones on their way up; never mind asking how the wagons could have got through one or two rather significant obstacles (written in as mini-adventure sites and challenges for the PCs) along the road. And had they seen wagons it's quite reasonable to think the idea of posing as a wagon train would have at some point occurred to the players/PCs as a means of getting into the hideout covertly...</p><p></p><p>Oh, and I just remembered why the enchanted-wagon idea wouldn't have occurred to me: it couldn't have worked over the long term given the setting parameters. Much of the outdoors area in that region was pretty much null-magic; magic only worked if you were underground or in a heavily-constructed building such that there was some solid stone between you and the outside. Cave entrances and such gave unpredictable results. (to Readers'-Digest a very long story: a built-in element of the setting from day 1 was that magic was unstable and getting worse, and areas of wild magic and null magic were a fact of life - this was one such, and was a large part of the reason the hideout was there in the first place; the assassins had found a place where magic worked more or less OK in the middle of a region where it didn't. And while travelling the PCs tried to sack out in caves or buildings each night, and each night did a quick inventory to see if anything they were carrying had been disenchanted during the day)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7581941, member: 29398"] That depends, I suppose, on whether you're only looking at trying to make the new element fit in with what's established (which, as you say, is often not that hard to do) or whether - and here's my sticking point - you're looking deeper to see if the new element would or could have caused anything already established to have been established differently at the time, had the new element been in place all along. And this is where it can get difficult, if the new element is anything significant. With the wagons, the players stopped at asking about tracks; but given the size of the place they ultimately found (and obliterated, but that's another tale) they'd have also been very justified in asking why they hadn't met quite a few empty wagons coming back from the place or passed full ones on their way up; never mind asking how the wagons could have got through one or two rather significant obstacles (written in as mini-adventure sites and challenges for the PCs) along the road. And had they seen wagons it's quite reasonable to think the idea of posing as a wagon train would have at some point occurred to the players/PCs as a means of getting into the hideout covertly... Oh, and I just remembered why the enchanted-wagon idea wouldn't have occurred to me: it couldn't have worked over the long term given the setting parameters. Much of the outdoors area in that region was pretty much null-magic; magic only worked if you were underground or in a heavily-constructed building such that there was some solid stone between you and the outside. Cave entrances and such gave unpredictable results. (to Readers'-Digest a very long story: a built-in element of the setting from day 1 was that magic was unstable and getting worse, and areas of wild magic and null magic were a fact of life - this was one such, and was a large part of the reason the hideout was there in the first place; the assassins had found a place where magic worked more or less OK in the middle of a region where it didn't. And while travelling the PCs tried to sack out in caves or buildings each night, and each night did a quick inventory to see if anything they were carrying had been disenchanted during the day) [/QUOTE]
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