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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: 7597746" data-attributes="member: 42582"><p>In some previous threads I've been criticsed for suggesting that other posters conflate the ficiton and the real world - but it's hard to see what else might be going on in this post!</p><p></p><p>The <em>characters</em> in BitD do not pack luggage bags with X slots and generic weights. They plan, and make hard choices.</p><p></p><p>But in the <em>real world</em>, we author all that at a certain point in time, being in possession of certain information.</p><p></p><p>There is nothing unrealistic about the resulting fiction. And as [MENTION=6785785]hawkeyefan[/MENTION] says, it's not obvious that the decision process for the player is very different from that for the character: the player's knowledge of situation X that triggers a decision that the character packed item Y corresponds to the skilled character's decision, in anticipation of situation X, to pack item Y.</p><p></p><p>The first D&D mechanic that I thought of that is the same as this is from Oriental Adventures, mid-1980s. The yakuza class has an ability to have <em>contacts</em> (a certain number per level). The player does not need to decide who the contact is until s/he wants to have his/her PC meet that contact.</p><p></p><p>This is not new game tech.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7597746, member: 42582"] In some previous threads I've been criticsed for suggesting that other posters conflate the ficiton and the real world - but it's hard to see what else might be going on in this post! The [i]characters[/i] in BitD do not pack luggage bags with X slots and generic weights. They plan, and make hard choices. But in the [i]real world[/i], we author all that at a certain point in time, being in possession of certain information. There is nothing unrealistic about the resulting fiction. And as [MENTION=6785785]hawkeyefan[/MENTION] says, it's not obvious that the decision process for the player is very different from that for the character: the player's knowledge of situation X that triggers a decision that the character packed item Y corresponds to the skilled character's decision, in anticipation of situation X, to pack item Y. The first D&D mechanic that I thought of that is the same as this is from Oriental Adventures, mid-1980s. The yakuza class has an ability to have [I]contacts[/I] (a certain number per level). The player does not need to decide who the contact is until s/he wants to have his/her PC meet that contact. This is not new game tech. [/QUOTE]
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