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Can the GM cheat?
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<blockquote data-quote="pemerton" data-source="post: 6133161" data-attributes="member: 42582"><p>I like to run my games in this sort of way, with player input into world building especially via the story elements associated with character creation and advancement.</p><p></p><p>I agree that my style, which is a bit more improv than I think you would like, doesn't really work for mystery-style play.</p><p></p><p>It can do <em>reveals</em> - the PC does some dramatic thing like pulling of Vader's helmet, and then we all see he's Anikin - but that's a bit different from collecting clues to work something out.</p><p></p><p>Rather than clues to mysteries, I drop in clues to story/thematic linkages - eg when the PCs fought a chained cambion, it lamented the way it had been treated by its sister. This wasn't a <em>clue</em> in the mystery-game sense - it's not like the players have to work out who the cambion's sister is in order to make progress with the game - but more an opportunity they could pick up on to draw links to other events that had happened, and might happen in the future. As it happened they didn't really follow up on it, and so it's a little bit of colour that's gone nowhere to date, though it's one thing in the back of my mind to bring back out when a future opportunity (you might say, the right street urchin!) presents itself.</p><p></p><p>If the players do pick up on it, and work out what their relationship is to the sister, and how that fits into their broader PC goals/concerns, then I'll start to drive the whole thing (the relationships, the significance of the chaining, etc) harder.</p><p></p><p>I don't know if that makes any sense.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6133161, member: 42582"] I like to run my games in this sort of way, with player input into world building especially via the story elements associated with character creation and advancement. I agree that my style, which is a bit more improv than I think you would like, doesn't really work for mystery-style play. It can do [I]reveals[/I] - the PC does some dramatic thing like pulling of Vader's helmet, and then we all see he's Anikin - but that's a bit different from collecting clues to work something out. Rather than clues to mysteries, I drop in clues to story/thematic linkages - eg when the PCs fought a chained cambion, it lamented the way it had been treated by its sister. This wasn't a [I]clue[/I] in the mystery-game sense - it's not like the players have to work out who the cambion's sister is in order to make progress with the game - but more an opportunity they could pick up on to draw links to other events that had happened, and might happen in the future. As it happened they didn't really follow up on it, and so it's a little bit of colour that's gone nowhere to date, though it's one thing in the back of my mind to bring back out when a future opportunity (you might say, the right street urchin!) presents itself. If the players do pick up on it, and work out what their relationship is to the sister, and how that fits into their broader PC goals/concerns, then I'll start to drive the whole thing (the relationships, the significance of the chaining, etc) harder. I don't know if that makes any sense. [/QUOTE]
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