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General Tabletop Discussion
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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: 7597619" data-attributes="member: 29398"><p>Not to start with, anyway. Most of the time they're just neophyte adventurers walking out into the wilds by their own choice, to maybe get rich and more likely die trying. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Later on as the campaign develops and the wheat rises above the chaff in terms of successful PCs, fate might stop by for a word. Or not. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That, and some of the adventure/story hooks along the way will certainly provide them opportunities to inject themselves into the wheels of fate if followed up on - whether they a) recognize these opportunities for what they are when they arise and then b) do anything with them is largely up to them.</p><p></p><p>Perhaps not, but from a let's-get-on-with-the-game perspective I can at least see a rationale for looking at it that way.</p><p></p><p>Of course not. The PCs don't operate in a vacuum, and it's almost unavoidable that once they start adventuring they're sooner or later going to attract attention; be it in good (e.g. the Queen rewards them for their heroism), bad (e.g. they killed some people during their last adventure and said people have powerful and vengeful friends), or neutral (e.g. people start coming to them with adventuring tasks) ways.</p><p></p><p>It would, in fact, be inauthentic/unrealistic if these things didn't occur.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7597619, member: 29398"] Not to start with, anyway. Most of the time they're just neophyte adventurers walking out into the wilds by their own choice, to maybe get rich and more likely die trying. :) Later on as the campaign develops and the wheat rises above the chaff in terms of successful PCs, fate might stop by for a word. Or not. :) That, and some of the adventure/story hooks along the way will certainly provide them opportunities to inject themselves into the wheels of fate if followed up on - whether they a) recognize these opportunities for what they are when they arise and then b) do anything with them is largely up to them. Perhaps not, but from a let's-get-on-with-the-game perspective I can at least see a rationale for looking at it that way. Of course not. The PCs don't operate in a vacuum, and it's almost unavoidable that once they start adventuring they're sooner or later going to attract attention; be it in good (e.g. the Queen rewards them for their heroism), bad (e.g. they killed some people during their last adventure and said people have powerful and vengeful friends), or neutral (e.g. people start coming to them with adventuring tasks) ways. It would, in fact, be inauthentic/unrealistic if these things didn't occur. [/QUOTE]
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