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Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Janx" data-source="post: 5726070" data-attributes="member: 8835"><p>Because when the GMA says "prove it" they mean for you to take the role of the NPC and prove you actually have the better route. Show it on the map. then account for the bestnest of this route by the vaguaries of the map. The same vaguaries that if the NPC can take advantage of, so can the PCs.</p><p> </p><p> </p><p>On dungeering skill being used to fill the hole. BS. I don't give players the ability to change physical reality by declaring it to be so. The pit is there is a fact. dungeering can give them info about the hole the players did not know. it cannot change the fact that there is a pit to a former pit filled with debris.</p><p></p><p>Asking if there is a shortcut isn't changing a solid fact. the entire city exists as a vague representation on the map. Details have not been documented like alleyways, back doors, etc. As such, you can't tell me Moriarty has the perfect route if you don't prove it to me. Show me EVERY doorway, alleyway and floor plan of EVERY building, backyards and fences on your map. Because a shortcut will likely take advantage of that level of detail that exists on no map.</p><p></p><p>I doubt any character will know or have access to the full details of the city.</p><p>Somebody familiar with the area and scouting it, will spot SOME of those details that they use to cross Mrs. Roger's yard by hopping the fence and shaving a block on the route to St. Andrew's church. Differing characters will have different details in their experience.</p><p></p><p>again, asking for details or summarizing in the form of asking "Is there a shortcut" is not true player narrative or forced content generation. There is a fuzziness of information that justifies the possibility that something exists that was not explicitly defined because the act of defining it is too much work.</p><p></p><p>If we're arguing that asking about a shortcut is the same as the player telling the GM that the stone floor is really made of wood, then we're clearly not on the same plane of discussion.</p></blockquote><p></p>
[QUOTE="Janx, post: 5726070, member: 8835"] Because when the GMA says "prove it" they mean for you to take the role of the NPC and prove you actually have the better route. Show it on the map. then account for the bestnest of this route by the vaguaries of the map. The same vaguaries that if the NPC can take advantage of, so can the PCs. On dungeering skill being used to fill the hole. BS. I don't give players the ability to change physical reality by declaring it to be so. The pit is there is a fact. dungeering can give them info about the hole the players did not know. it cannot change the fact that there is a pit to a former pit filled with debris. Asking if there is a shortcut isn't changing a solid fact. the entire city exists as a vague representation on the map. Details have not been documented like alleyways, back doors, etc. As such, you can't tell me Moriarty has the perfect route if you don't prove it to me. Show me EVERY doorway, alleyway and floor plan of EVERY building, backyards and fences on your map. Because a shortcut will likely take advantage of that level of detail that exists on no map. I doubt any character will know or have access to the full details of the city. Somebody familiar with the area and scouting it, will spot SOME of those details that they use to cross Mrs. Roger's yard by hopping the fence and shaving a block on the route to St. Andrew's church. Differing characters will have different details in their experience. again, asking for details or summarizing in the form of asking "Is there a shortcut" is not true player narrative or forced content generation. There is a fuzziness of information that justifies the possibility that something exists that was not explicitly defined because the act of defining it is too much work. If we're arguing that asking about a shortcut is the same as the player telling the GM that the stone floor is really made of wood, then we're clearly not on the same plane of discussion. [/QUOTE]
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