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Fantastic mysteries vs. DM cheating
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<blockquote data-quote="barsoomcore" data-source="post: 337393" data-attributes="member: 812"><p>Step One: Never tell your players anything as though it were from your own (the DM's) mouth. Their character's knowledge doesn't come from God, it comes from what people tell them. And people can be wrong.</p><p></p><p>That said, once you've definitely committed to something, of course you have to maintain it. Unless you can come up with a viable reason for changing the rules. And even then, if you keep changing the rules, your players will get frustrated. Players need to feel like they have some kind of solid ground to stand on.</p><p></p><p>Step Two: Never tell yourself anything as though it were true unless you absotively, posolutely have to. Don't make any decisions you don't have to make. You can't tell your players what's what if you don't know what's what, and the less defined everything is, the easier it is to wiggle yourself out of any conceptual corners you might inadverdently stray into.</p><p></p><p>You don't have to make a decision about how psionics work until a psion appears in your campaign. You don't have to decide if monkeys wear pants or not until the party runs into monkeys. So don't. It's much easier to be consistent if you're not making decisions about distant places.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 337393, member: 812"] Step One: Never tell your players anything as though it were from your own (the DM's) mouth. Their character's knowledge doesn't come from God, it comes from what people tell them. And people can be wrong. That said, once you've definitely committed to something, of course you have to maintain it. Unless you can come up with a viable reason for changing the rules. And even then, if you keep changing the rules, your players will get frustrated. Players need to feel like they have some kind of solid ground to stand on. Step Two: Never tell yourself anything as though it were true unless you absotively, posolutely have to. Don't make any decisions you don't have to make. You can't tell your players what's what if you don't know what's what, and the less defined everything is, the easier it is to wiggle yourself out of any conceptual corners you might inadverdently stray into. You don't have to make a decision about how psionics work until a psion appears in your campaign. You don't have to decide if monkeys wear pants or not until the party runs into monkeys. So don't. It's much easier to be consistent if you're not making decisions about distant places. [/QUOTE]
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