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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Janx" data-source="post: 5720191" data-attributes="member: 8835"><p>Good points.</p><p></p><p>Is there a functional difference from asking if something exists because the player wants to know so the PC can use it, or if the player is trying to make it exist so the PC can use it?</p><p></p><p>I take it as a given that for any location, the GM is not fully and completely detailing everything. Therefore when I say, "you burst out the side door onto the street, it's bustling with merchants and shoppers. You can just barely see Snidely Whiplash's top-hat bobbing through the crowd as he makes his escape."</p><p></p><p>I haven't named the street, or described the social class of the people, their clothes, or the nature of the shops or carts (if there are any), nor even fully how crowded the street is. As a GM, I may not even have thought to do that.</p><p></p><p>So if a player asks if there's a shortcut, or if there's a rock or an apple from a vendor he can throw, sure he's hoping the answer is yes, and that in some meta-game concept he is 'creating content' that I hadn't.</p><p></p><p>If the players aren't asking for stupid stuff (can I swing from the chandelier hanging over the street and tackle Snidely?) this doesn't seem out of bounds for any of the questions the player is asking.</p><p></p><p>I figure every question is to gain information so as to enable them to manipulate the game world to their advantage. Given the difficulty in converying absolute detail, it seems a natural give-and-take component to the RPG concept.</p></blockquote><p></p>
[QUOTE="Janx, post: 5720191, member: 8835"] Good points. Is there a functional difference from asking if something exists because the player wants to know so the PC can use it, or if the player is trying to make it exist so the PC can use it? I take it as a given that for any location, the GM is not fully and completely detailing everything. Therefore when I say, "you burst out the side door onto the street, it's bustling with merchants and shoppers. You can just barely see Snidely Whiplash's top-hat bobbing through the crowd as he makes his escape." I haven't named the street, or described the social class of the people, their clothes, or the nature of the shops or carts (if there are any), nor even fully how crowded the street is. As a GM, I may not even have thought to do that. So if a player asks if there's a shortcut, or if there's a rock or an apple from a vendor he can throw, sure he's hoping the answer is yes, and that in some meta-game concept he is 'creating content' that I hadn't. If the players aren't asking for stupid stuff (can I swing from the chandelier hanging over the street and tackle Snidely?) this doesn't seem out of bounds for any of the questions the player is asking. I figure every question is to gain information so as to enable them to manipulate the game world to their advantage. Given the difficulty in converying absolute detail, it seems a natural give-and-take component to the RPG concept. [/QUOTE]
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Giving players narrative control: good bad or indifferent?
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