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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7595840" data-attributes="member: 29398"><p>How, dare I ask?</p><p>Actually, it's possible my concerns are coming from the fact that I *do* believe you guys - or at least what shows up in your game logs and posts - and from that can quickly realize that were I in one of those games the following sequence would very likely happen before long:</p><p></p><p> - I'd notice inconsistencies and would call them out</p><p> - I'd want to <strong>know what was being skipped</strong> between the "scenes" and whether any of it might have been (or been made to be) relevant had we been told of it (I'd often be saying "Wait a minute", "back it up here", "stop jumping ahead", and the like; and be constantly asking for more detail and-or description of things beyond just the scene being framed)</p><p> - after a while of this I'd get frustrated, probably followed by a brief period of angry</p><p> - after this I'd eventually come to realize that the only answer is to view that game/campaign as something considerably less than serious, and proceed on that basis.</p><p></p><p>And before you jump in with your inevitable reply to the bolded bit above: "know what was being skipped" does NOT mean role-playing making breakfast every morning or other such trivialities, it means that instead of jumping straight from one encounter to the next you allow us to explore the potential options and decide what we'll do next. </p><p></p><p>We're in the bazaar looking for a clue to help sort out my brother and we've decided we won't leave until we find one? Then let us explore the whole bazaar and maybe spend the time to role-play chatting with ten or fifteen merchants if that's what it takes (even if it takes all session or maybe longer!) rather than framing us straight to the feather merchant that turns out to have the clue we seek. Why? Because maybe after the first six merchants we change our minds and decide hey, maybe the clue isn't to be found here after all, let's go look somewhere else. And because maybe while we're doing all this our party thief is busy robbing these same merchants blind while we distract them... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT TO ADD: In short, it's a question of pacing: I'd probably want a much slower and more detailed pace of play than this type of game (as evidenced by the various logs I've read) would tend to give.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7595840, member: 29398"] How, dare I ask? Actually, it's possible my concerns are coming from the fact that I *do* believe you guys - or at least what shows up in your game logs and posts - and from that can quickly realize that were I in one of those games the following sequence would very likely happen before long: - I'd notice inconsistencies and would call them out - I'd want to [B]know what was being skipped[/B] between the "scenes" and whether any of it might have been (or been made to be) relevant had we been told of it (I'd often be saying "Wait a minute", "back it up here", "stop jumping ahead", and the like; and be constantly asking for more detail and-or description of things beyond just the scene being framed) - after a while of this I'd get frustrated, probably followed by a brief period of angry - after this I'd eventually come to realize that the only answer is to view that game/campaign as something considerably less than serious, and proceed on that basis. And before you jump in with your inevitable reply to the bolded bit above: "know what was being skipped" does NOT mean role-playing making breakfast every morning or other such trivialities, it means that instead of jumping straight from one encounter to the next you allow us to explore the potential options and decide what we'll do next. We're in the bazaar looking for a clue to help sort out my brother and we've decided we won't leave until we find one? Then let us explore the whole bazaar and maybe spend the time to role-play chatting with ten or fifteen merchants if that's what it takes (even if it takes all session or maybe longer!) rather than framing us straight to the feather merchant that turns out to have the clue we seek. Why? Because maybe after the first six merchants we change our minds and decide hey, maybe the clue isn't to be found here after all, let's go look somewhere else. And because maybe while we're doing all this our party thief is busy robbing these same merchants blind while we distract them... :) EDIT TO ADD: In short, it's a question of pacing: I'd probably want a much slower and more detailed pace of play than this type of game (as evidenced by the various logs I've read) would tend to give. [/QUOTE]
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