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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: 7600851" data-attributes="member: 29398"><p>Change the word "reflects" to "pre-supposes" in the bit I bolded - as this is also true - and you might get an insight on my issue with it: it allows for pre-supposing of knowledge that the character in the fiction would not have, in situations where something unforeseen or unexpected arises. Either that, or it pre-supposes a constant and perhaps artificially high level of success in the scouting/casing/information gathering process.</p><p></p><p>Note too that 'unforeseen' and 'unexpected' both imply things a capable character might still have missed while casing the place; and while a dog might well have been foreseen or prepared for by a competent thief it was the simplest example of a missed element I could think of at the time.</p><p></p><p>Removing the limitation of the player is fine, and I can see the benefits particularly for those newer to the game. But it comes at a cost of - call it realism or believability or authenticity* or whichever term fits - where the character in the fiction never (or much less often) has to say "Oops, I didn't prepare for this!". It also intentionally violates the principle of "player knowledge = character knowledge" but in an unusual way: most often this comes up when players use out-of-game knowledge their PCs don't have; here it's the reverse, where assumed character knowledge trumps actual player knowledge.</p><p></p><p>* - authenticity gets an asterisk as while this issue affects authenticity as per the real world it does not affect authenticity within the game world, which remains - as it should - authentic to itself.</p><p></p><p>I agree they both (try to) reflect realism in their own way. Neither are fully successful, of course, so it comes down to determining which one gets closer.</p><p></p><p>I thought I already did, unless you're looking for some sort of hard-numbers comparison - in which case you're out of luck, in that any attempt to put numbers on any of this will just lead us back away from realism and into abstraction. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7600851, member: 29398"] Change the word "reflects" to "pre-supposes" in the bit I bolded - as this is also true - and you might get an insight on my issue with it: it allows for pre-supposing of knowledge that the character in the fiction would not have, in situations where something unforeseen or unexpected arises. Either that, or it pre-supposes a constant and perhaps artificially high level of success in the scouting/casing/information gathering process. Note too that 'unforeseen' and 'unexpected' both imply things a capable character might still have missed while casing the place; and while a dog might well have been foreseen or prepared for by a competent thief it was the simplest example of a missed element I could think of at the time. Removing the limitation of the player is fine, and I can see the benefits particularly for those newer to the game. But it comes at a cost of - call it realism or believability or authenticity* or whichever term fits - where the character in the fiction never (or much less often) has to say "Oops, I didn't prepare for this!". It also intentionally violates the principle of "player knowledge = character knowledge" but in an unusual way: most often this comes up when players use out-of-game knowledge their PCs don't have; here it's the reverse, where assumed character knowledge trumps actual player knowledge. * - authenticity gets an asterisk as while this issue affects authenticity as per the real world it does not affect authenticity within the game world, which remains - as it should - authentic to itself. I agree they both (try to) reflect realism in their own way. Neither are fully successful, of course, so it comes down to determining which one gets closer. I thought I already did, unless you're looking for some sort of hard-numbers comparison - in which case you're out of luck, in that any attempt to put numbers on any of this will just lead us back away from realism and into abstraction. :) [/QUOTE]
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