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Character play vs Player play
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<blockquote data-quote="pemerton" data-source="post: 6423624" data-attributes="member: 42582"><p>How does one know what is relevant, or not, at the beginning of a campaign? In practice, I turn up to the games club, a new game is starting, I roll up my PC and join the others in the group in exploring the GM's goblin lair. It's fairly traditional in D&D that the core campaign theme/elements don't even emerge until a few levels of play have passed. If the GM is following the standard advice, there won't even be a camaign world beyond a village with a shop, and a nearby dungeon to explore.</p><p></p><p>Suppose, in the second session of play, we meet some NPC veterans in the dungeon. The reaction roll is favourable, and we start chatting. They ask my where I'm from. I don't know - do you expect me to ask the GM? Do you think that the GM, in having the NPCs ask me that pretty innocuous question, was setting up a trigger for him/her to have a conversation with him-/herself.?</p><p></p><p>In every group I've played with, the player would make stuff up. If s/he wanted advice from the GM, s/he would ask for it. If the GM though it was at odds with some other important element of campaign backstory, the GM might suggest a modification.</p><p></p><p>But no-one would suppose the player was "going against the role of a player". And if the goal is immersion, nothing breaks that more than having an NPC ask "Where are you from?" and having to defer to a 3rd party (the GM) to answer on behalf of my PC!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6423624, member: 42582"] How does one know what is relevant, or not, at the beginning of a campaign? In practice, I turn up to the games club, a new game is starting, I roll up my PC and join the others in the group in exploring the GM's goblin lair. It's fairly traditional in D&D that the core campaign theme/elements don't even emerge until a few levels of play have passed. If the GM is following the standard advice, there won't even be a camaign world beyond a village with a shop, and a nearby dungeon to explore. Suppose, in the second session of play, we meet some NPC veterans in the dungeon. The reaction roll is favourable, and we start chatting. They ask my where I'm from. I don't know - do you expect me to ask the GM? Do you think that the GM, in having the NPCs ask me that pretty innocuous question, was setting up a trigger for him/her to have a conversation with him-/herself.? In every group I've played with, the player would make stuff up. If s/he wanted advice from the GM, s/he would ask for it. If the GM though it was at odds with some other important element of campaign backstory, the GM might suggest a modification. But no-one would suppose the player was "going against the role of a player". And if the goal is immersion, nothing breaks that more than having an NPC ask "Where are you from?" and having to defer to a 3rd party (the GM) to answer on behalf of my PC! [/QUOTE]
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