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A "theory" thread
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<blockquote data-quote="JAMUMU" data-source="post: 8938010" data-attributes="member: 7035709"><p>It's arguable that the <em>players</em> might not be able to perceive some of these things, but it's arguable that the <em>characters</em> might be able to. </p><p>So sometimes it's exploring the "vibe" a character might pick up, one that the GM hasn't prepped for, that the player doesn't know is present. But the character, in that situation might. </p><p></p><p>Like the time one of my friends was behind a police cordon, very much gone on hallucinogenic drugs. There were maybe six police-people forming the cordon, but the one I approached and asked if we could perhaps retrieve my friend, real quiet like, before the iron fist of the state shut over them like a vice? Yeah, that was the right copper to ask.</p><p></p><p>For the things that are totally outside player and character perception, these are possibilities, ideas. Maybe the GM comes up with them in the moment, in addition to any preparation. Maybe a player thinks it up as part of the conversational flow. These are the times to use a randomiser.</p><p></p><p>My point, i guess, if there is one, is that this place of uncertainty is where the good stuff happens, happenings and events and coincidences that take the session/campaign in unexpected directions.</p></blockquote><p></p>
[QUOTE="JAMUMU, post: 8938010, member: 7035709"] It's arguable that the [I]players[/I] might not be able to perceive some of these things, but it's arguable that the [I]characters[/I] might be able to. So sometimes it's exploring the "vibe" a character might pick up, one that the GM hasn't prepped for, that the player doesn't know is present. But the character, in that situation might. Like the time one of my friends was behind a police cordon, very much gone on hallucinogenic drugs. There were maybe six police-people forming the cordon, but the one I approached and asked if we could perhaps retrieve my friend, real quiet like, before the iron fist of the state shut over them like a vice? Yeah, that was the right copper to ask. For the things that are totally outside player and character perception, these are possibilities, ideas. Maybe the GM comes up with them in the moment, in addition to any preparation. Maybe a player thinks it up as part of the conversational flow. These are the times to use a randomiser. My point, i guess, if there is one, is that this place of uncertainty is where the good stuff happens, happenings and events and coincidences that take the session/campaign in unexpected directions. [/QUOTE]
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