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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: 7596843" data-attributes="member: 29398"><p>Because even very basic stuff will at some point trip people up.</p><p></p><p>So each player can come up with their own imagined timeline for the setting you're using? That sounds like a recipe for madness. <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=":)" /> And yes, I'd be one who would want to not only read such a timeline but also know it was the same as all the other players had access to.</p><p></p><p>The difference being, of course, that in the game your PCs can wander over to those rooms and see for themselves what's in there if the Tower of the Elephant is where they happen to be.</p><p></p><p>Why? Even something as simple as an overview map of the continent is bound to include all sorts of campaign (by which I assume you mean setting) elements that the players/PCs might never encounter during play, yet the game-world - and, thus, the game itself - is made richer and deeper by the map's existence. A player can pick the map up, look at it, and let her imagination take over. Another player can pick the map up, look at it, and say "Hey, it's blank there - so that's where we're going!" A third player can pick the map up, look at it, and calculate how long a particular journey might take. And so forth.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7596843, member: 29398"] Because even very basic stuff will at some point trip people up. So each player can come up with their own imagined timeline for the setting you're using? That sounds like a recipe for madness. :) And yes, I'd be one who would want to not only read such a timeline but also know it was the same as all the other players had access to. The difference being, of course, that in the game your PCs can wander over to those rooms and see for themselves what's in there if the Tower of the Elephant is where they happen to be. Why? Even something as simple as an overview map of the continent is bound to include all sorts of campaign (by which I assume you mean setting) elements that the players/PCs might never encounter during play, yet the game-world - and, thus, the game itself - is made richer and deeper by the map's existence. A player can pick the map up, look at it, and let her imagination take over. Another player can pick the map up, look at it, and say "Hey, it's blank there - so that's where we're going!" A third player can pick the map up, look at it, and calculate how long a particular journey might take. And so forth. [/QUOTE]
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