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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: 7582193" data-attributes="member: 42582"><p>This, this, this . . .</p><p></p><p>Especially <em>make something up!</em></p><p></p><p>And so often, that <em>something</em> itself need be nothing more than a sketch or a hint. For instance,</p><p></p><p style="margin-left: 20px"></p><p>And did he have ninjas helping him? Was he under a curse of Coventry? (Some Rolemaster supplement had such a thing.)</p><p></p><p>In my Traveller game, we know that one of the main PCs regained consciousness in a damaged cold sleep berth stacked in a warehouse in the domed city on the backwater world of Byron (this was the PC's introduction into the campaign), when the last thing she remembered was being in the naval hospital on Shelley (which was the only easy way to fit her PC gen backstory into what had already been established about the setting). How did she get from Shelley to Byron? Presumably in a cold sleep berth, but how did she get into that? And how did it become damaged in the warehouse? Subsequent events in the game have suggested some answers to the first couple of questions, though not complete certainty (the one person who actually knows is a prisoner of the Imperium); and the answer to that last one no one knows (the NPCs who might have provided answers mostly got killed in firefights or arrested by Byron's police force).</p><p></p><p><em>In real life</em> no one seems to know when exactly the house I live in was built. (The planning documents I have seen don't appear to settle it, because they seem to treat what was really a build as if it was a renovation of the prior dwelling on the block; one neighbour probably knew the answer, but she had some cognitive issues when I met her and has died since.) That's effective "white space" in the real world, in respect of a house about 40 years old in one of the world's most effectively governed cities! Let alone a RPG world.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7582193, member: 42582"] This, this, this . . . Especially [I]make something up![/I] And so often, that [I]something[/I] itself need be nothing more than a sketch or a hint. For instance, [indent][/indent]And did he have ninjas helping him? Was he under a curse of Coventry? (Some Rolemaster supplement had such a thing.) In my Traveller game, we know that one of the main PCs regained consciousness in a damaged cold sleep berth stacked in a warehouse in the domed city on the backwater world of Byron (this was the PC's introduction into the campaign), when the last thing she remembered was being in the naval hospital on Shelley (which was the only easy way to fit her PC gen backstory into what had already been established about the setting). How did she get from Shelley to Byron? Presumably in a cold sleep berth, but how did she get into that? And how did it become damaged in the warehouse? Subsequent events in the game have suggested some answers to the first couple of questions, though not complete certainty (the one person who actually knows is a prisoner of the Imperium); and the answer to that last one no one knows (the NPCs who might have provided answers mostly got killed in firefights or arrested by Byron's police force). [I]In real life[/I] no one seems to know when exactly the house I live in was built. (The planning documents I have seen don't appear to settle it, because they seem to treat what was really a build as if it was a renovation of the prior dwelling on the block; one neighbour probably knew the answer, but she had some cognitive issues when I met her and has died since.) That's effective "white space" in the real world, in respect of a house about 40 years old in one of the world's most effectively governed cities! Let alone a RPG world. [/QUOTE]
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