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<blockquote data-quote="Lanefan" data-source="post: 7800912" data-attributes="member: 29398"><p>To me, this takes a very good method of play - goal and approach - and dials it up to a point where it takes all sorts of equally-good other methods of play that could happily co-exist with G'n'A in the same game, and tosses them out.</p><p></p><p>No it doesn't. The DM should present the game exactly as she did before*, giving no information that the PCs wouldn't have and remaining neutral.</p><p></p><p>* - assuming the presentation of the situation is already of worthwhile enough quality for the players/PCs to interact with; if not, this needs improvement regardless of playstyle.</p><p></p><p>What's required is a player-side change, where they take the elements of both their PC and the described situation and incorporate them into how they describe what they're doing next. Put another way, the players need to take a bit more time and use a few more words to describe both what they want to do and how they're going about doing it.</p><p></p><p>Situation: party's trying to break someone out of prison and know what cell he's in.</p><p></p><p>"We sneak down the hall to the prison cell" might become (after some in-character planning either now or earlier)</p><p></p><p>"The prison cell is at the end of the hall, and we have to assume there's guards about even if we haven't seen any yet. This means absolute stealth, so we spend a moment and tie bits of cloth around our boots to muffle the sound of footfalls, we run on the minimum possible light (or better yet, none at all), and to avoid getting separated we run a long piece of string between us that we each hold in our left hands"</p><p></p><p>Sure it works with this presentation, provided you're not hung up on the idea of the PCs/players acting on faulty or incomplete information. If you don't know something, or miss noticing something, you can't very well act on it, can you?</p><p></p><p>And sometimes people do miss noticing things even when they're right in front of their faces.</p><p></p><p>Nothing says these things can't be combined.</p><p></p><p>All it needs is that your scene framing be based on the level of PC knowledge given by their rolls, rather than just assuming they notice everything. For example if the PCs enter a room in an old castle that has various furniture, a half-open closet, a curtain-covered window, and an assassin hiding behind the couch your framing and description would - I hope! - change slightly based on whether the PCs noticed the actual assassin, or just noticed signs of his presence, or didn't notice anything amiss at all. It's a safe bet the presence or absence of this information is going to have a lot to say in determining the PCs'/players' next goal(s)!</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7800912, member: 29398"] To me, this takes a very good method of play - goal and approach - and dials it up to a point where it takes all sorts of equally-good other methods of play that could happily co-exist with G'n'A in the same game, and tosses them out. No it doesn't. The DM should present the game exactly as she did before*, giving no information that the PCs wouldn't have and remaining neutral. * - assuming the presentation of the situation is already of worthwhile enough quality for the players/PCs to interact with; if not, this needs improvement regardless of playstyle. What's required is a player-side change, where they take the elements of both their PC and the described situation and incorporate them into how they describe what they're doing next. Put another way, the players need to take a bit more time and use a few more words to describe both what they want to do and how they're going about doing it. Situation: party's trying to break someone out of prison and know what cell he's in. "We sneak down the hall to the prison cell" might become (after some in-character planning either now or earlier) "The prison cell is at the end of the hall, and we have to assume there's guards about even if we haven't seen any yet. This means absolute stealth, so we spend a moment and tie bits of cloth around our boots to muffle the sound of footfalls, we run on the minimum possible light (or better yet, none at all), and to avoid getting separated we run a long piece of string between us that we each hold in our left hands" Sure it works with this presentation, provided you're not hung up on the idea of the PCs/players acting on faulty or incomplete information. If you don't know something, or miss noticing something, you can't very well act on it, can you? And sometimes people do miss noticing things even when they're right in front of their faces. Nothing says these things can't be combined. All it needs is that your scene framing be based on the level of PC knowledge given by their rolls, rather than just assuming they notice everything. For example if the PCs enter a room in an old castle that has various furniture, a half-open closet, a curtain-covered window, and an assassin hiding behind the couch your framing and description would - I hope! - change slightly based on whether the PCs noticed the actual assassin, or just noticed signs of his presence, or didn't notice anything amiss at all. It's a safe bet the presence or absence of this information is going to have a lot to say in determining the PCs'/players' next goal(s)! [/QUOTE]
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