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Character play vs Player play
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<blockquote data-quote="pemerton" data-source="post: 6440295" data-attributes="member: 42582"><p>A related aspect of this is <em>what sort of details matter in this particular game</em>.</p><p></p><p>The last time I GMed a serious city & politics game, the PCs were all quite powerful wizards (Rolemaster level 15+, which is roughly analogous to AD&D level 12+). So the sorts of details that would be assumed by the players in making plans and declaring actions weren't so much <em>boxes in the alley</em> as <em>a factotum in the imperial palace who would run an errand for them</em> or <em>a purveyor of spell-enhancing drugs who could be contacted with a successful Streetwise check</em> and other stuff that matters in that sort of game.</p><p></p><p>If you approach that sort of game with the idea that no one can initiate content-introduction but the GM, you get ostsensibly powerful, political-influential wizards who, in the actual reality of play, can't wipe their noses without turning to someone else for permission and affirmation. Which, as you say, is very jarring as a play experience.</p><p></p><p>This does seem to be an issue for some posters, though I'm not sure how generally.</p><p></p><p>What puzzles me more is the idea coming through from multiple posters that it matters more whether the players' access to information is via a character-cast spell rather than a player-triggered <em>Hey, GM, give me a clue</em> token, than it does whether it is conducive or non-conducive to a fun time at the table that the players have the ability to force the GM to give them information on command.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6440295, member: 42582"] A related aspect of this is [I]what sort of details matter in this particular game[/I]. The last time I GMed a serious city & politics game, the PCs were all quite powerful wizards (Rolemaster level 15+, which is roughly analogous to AD&D level 12+). So the sorts of details that would be assumed by the players in making plans and declaring actions weren't so much [I]boxes in the alley[/I] as [I]a factotum in the imperial palace who would run an errand for them[/I] or [I]a purveyor of spell-enhancing drugs who could be contacted with a successful Streetwise check[/I] and other stuff that matters in that sort of game. If you approach that sort of game with the idea that no one can initiate content-introduction but the GM, you get ostsensibly powerful, political-influential wizards who, in the actual reality of play, can't wipe their noses without turning to someone else for permission and affirmation. Which, as you say, is very jarring as a play experience. This does seem to be an issue for some posters, though I'm not sure how generally. What puzzles me more is the idea coming through from multiple posters that it matters more whether the players' access to information is via a character-cast spell rather than a player-triggered [I]Hey, GM, give me a clue[/I] token, than it does whether it is conducive or non-conducive to a fun time at the table that the players have the ability to force the GM to give them information on command. [/QUOTE]
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