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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7583308" data-attributes="member: 23751"><p>Same here. When I prep for a game, it's usually just an outline with a few encounters. Most of the guts are done via improv as I just don't have the time to spend hours and hours figuring a bunch of stuff out. Even that outline is just an idea for me about what I think the most likely direction that could happen is. I've gamed with my players for a long time, so I can often predict what they will choose to do, but they still zig when I think they will zag fairly often. When they do, the outline breaks and even more improv happens.</p><p></p><p></p><p></p><p>The noble background doesn't bother me, but as it comes with such a huge advantage most of the time, it's just not something players can pick. It's similar to how I won't just let someone pick an adult gold dragon for a PC.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7583308, member: 23751"] Same here. When I prep for a game, it's usually just an outline with a few encounters. Most of the guts are done via improv as I just don't have the time to spend hours and hours figuring a bunch of stuff out. Even that outline is just an idea for me about what I think the most likely direction that could happen is. I've gamed with my players for a long time, so I can often predict what they will choose to do, but they still zig when I think they will zag fairly often. When they do, the outline breaks and even more improv happens. The noble background doesn't bother me, but as it comes with such a huge advantage most of the time, it's just not something players can pick. It's similar to how I won't just let someone pick an adult gold dragon for a PC. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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