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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8167985"><p>Again, I think there is a difference in how we conceptualize things. I don't think in terms of knobs and dials. I think of the setting first. The player may ask me a question for instance (what are the sects in the region and what do I know about them), and I may give an answer based on a mechanic, or I may simply provide the information if there is an in setting reason that character ought to know those things. It very much always starts with what is happening, what is going on with the setting, how would the PC have access to this information, and working from there. This is not an attempt to side step the question, it is just my approach is very fluid, and I think very much in terms of the setting, then loosely applying the mechanics as needed. Another thing I do use is information networks. This is not a formal part of the rules but it is something I often do because players have so often organically formed some kind of information network in the setting. Basically I assign an information network a dice pool of 0d10 to 6d10. The players roll that pool against the target number for information when using their information network. </p><p></p><p>If the players are supposed to start with knowledge of sects, and they don't have it. I would probably give them a handout breaking down what they know of the various sects. I haven't run too many sessions like that though. Usually they start at level 1 and work their way up (and if they make a higher level character later on, they've already been playing in the campaign for a bit so they have that info in their head). </p><p></p><p>Also, just as a technical answer to this question, the rulebook for WHOG is divided into player chapters (which the GM obviously reads too) and GM chapters. Chapter Six (the sect chapter) is the last player chapter before the GM chapters start. So the players can read the sect entries in the rulebook if they want to. The NPCs, the setting entries, monsters, etc are all in the later GM chapters.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8167985"] Again, I think there is a difference in how we conceptualize things. I don't think in terms of knobs and dials. I think of the setting first. The player may ask me a question for instance (what are the sects in the region and what do I know about them), and I may give an answer based on a mechanic, or I may simply provide the information if there is an in setting reason that character ought to know those things. It very much always starts with what is happening, what is going on with the setting, how would the PC have access to this information, and working from there. This is not an attempt to side step the question, it is just my approach is very fluid, and I think very much in terms of the setting, then loosely applying the mechanics as needed. Another thing I do use is information networks. This is not a formal part of the rules but it is something I often do because players have so often organically formed some kind of information network in the setting. Basically I assign an information network a dice pool of 0d10 to 6d10. The players roll that pool against the target number for information when using their information network. If the players are supposed to start with knowledge of sects, and they don't have it. I would probably give them a handout breaking down what they know of the various sects. I haven't run too many sessions like that though. Usually they start at level 1 and work their way up (and if they make a higher level character later on, they've already been playing in the campaign for a bit so they have that info in their head). Also, just as a technical answer to this question, the rulebook for WHOG is divided into player chapters (which the GM obviously reads too) and GM chapters. Chapter Six (the sect chapter) is the last player chapter before the GM chapters start. So the players can read the sect entries in the rulebook if they want to. The NPCs, the setting entries, monsters, etc are all in the later GM chapters. [/QUOTE]
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