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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="BryonD" data-source="post: 5724440" data-attributes="member: 957"><p>I strongly disagree with that as a truism.</p><p></p><p>Frankly, players NOT knowing why some things played out the way they did until the big reveals LATER is one huge avenue for fun.</p><p></p><p>That isn't to say that the opposite is true. I absolutely wouldn't say never change DM notes. A good DM should take information into account and make good choices at the moment. </p><p></p><p>But overturning truth that the players just don't happen to know yet should take compelling justification and the idea that having it not previously established makes it automatically not in existence is WAY out of bounds to me.</p><p></p><p>The first thing the players (and characters) must know is that they don't know everything. And maybe that's my out, but that IS previously established.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5724440, member: 957"] I strongly disagree with that as a truism. Frankly, players NOT knowing why some things played out the way they did until the big reveals LATER is one huge avenue for fun. That isn't to say that the opposite is true. I absolutely wouldn't say never change DM notes. A good DM should take information into account and make good choices at the moment. But overturning truth that the players just don't happen to know yet should take compelling justification and the idea that having it not previously established makes it automatically not in existence is WAY out of bounds to me. The first thing the players (and characters) must know is that they don't know everything. And maybe that's my out, but that IS previously established. [/QUOTE]
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Giving players narrative control: good bad or indifferent?
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