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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: 7583690" data-attributes="member: 42582"><p>Perhaps you didn't understand my point. Mentioning universities and libraries doesn't change it.</p><p></p><p>My point is that, in real life, for most of human history, most people gather information not from gossip (rumours!) from strangers in taverns, nor from book research, but in virtue of being embedded in real social situations and relationships. The information that an illiterate peasant has about his/her social and natural world outstrips by any imaginable degree the information that the players are going to acquire about the gameworld from play, from being told stuff by the GM, and even by reading the setting sourcebook.</p><p></p><p>It's not a rule in RQ. Furthermore, your assumption that, <em>by default</em>, the GM gets to decide what happens reveals certain unargued assumptions about how RPGing works.</p><p></p><p>Here is an extract that I quoted upthread, quoted again:</p><p></p><p>That says that the GM creates the world. It says that the players should discuss "play opportunities", that both players and gamemasters should be willing to change their minds and adjust the game to the situation at hand, and that communication builds understandable worlds for adventuring. Nothing in the passage says or implies that that communication is exclusively, or even primarily, one-way.</p><p></p><p>Simple example: a player is playing a shepherd. It's almost certainly obvious to everyone why that PC can't start an alchemist's shop. But does s/he know which plants, when eaten, cause or cure various ailments? Does s/he know the social structure of the pastoralists who travel through the area? Does s/he know who the headman is of the village two days walk away? Does s/he know the metaphysical meaning of some or all of these things (a <em>very</em> big deal in RQ, when compared eg to most versions of D&D).</p><p></p><p>RQ answers these questions through a mixture of stipulation and skill checks. Nothing in the rules suggests that the player can't bring his/her own knowledge to bear where it would be relevant. Eg if someone is sick, no rule precludes the player conjecturing that the illness is caused by a spirit, and that perhaps a shaman is needed to drive out the spirit and cure the person. In fact it's hard for many RQ scenarios to progress if the players aren't allowed to bring that sort of knowledge to bear.</p><p></p><p>And of course, if the game is set in Glorantha than the players can read the section on Glorantha as easily as the referee can! Indeed, they will need to learn something about Glorantha if the game is going to work!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7583690, member: 42582"] Perhaps you didn't understand my point. Mentioning universities and libraries doesn't change it. My point is that, in real life, for most of human history, most people gather information not from gossip (rumours!) from strangers in taverns, nor from book research, but in virtue of being embedded in real social situations and relationships. The information that an illiterate peasant has about his/her social and natural world outstrips by any imaginable degree the information that the players are going to acquire about the gameworld from play, from being told stuff by the GM, and even by reading the setting sourcebook. It's not a rule in RQ. Furthermore, your assumption that, [I]by default[/I], the GM gets to decide what happens reveals certain unargued assumptions about how RPGing works. Here is an extract that I quoted upthread, quoted again: That says that the GM creates the world. It says that the players should discuss "play opportunities", that both players and gamemasters should be willing to change their minds and adjust the game to the situation at hand, and that communication builds understandable worlds for adventuring. Nothing in the passage says or implies that that communication is exclusively, or even primarily, one-way. Simple example: a player is playing a shepherd. It's almost certainly obvious to everyone why that PC can't start an alchemist's shop. But does s/he know which plants, when eaten, cause or cure various ailments? Does s/he know the social structure of the pastoralists who travel through the area? Does s/he know who the headman is of the village two days walk away? Does s/he know the metaphysical meaning of some or all of these things (a [I]very[/I] big deal in RQ, when compared eg to most versions of D&D). RQ answers these questions through a mixture of stipulation and skill checks. Nothing in the rules suggests that the player can't bring his/her own knowledge to bear where it would be relevant. Eg if someone is sick, no rule precludes the player conjecturing that the illness is caused by a spirit, and that perhaps a shaman is needed to drive out the spirit and cure the person. In fact it's hard for many RQ scenarios to progress if the players aren't allowed to bring that sort of knowledge to bear. And of course, if the game is set in Glorantha than the players can read the section on Glorantha as easily as the referee can! Indeed, they will need to learn something about Glorantha if the game is going to work! [/QUOTE]
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