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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="gamerprinter" data-source="post: 5727873" data-attributes="member: 50895"><p>Note, I've only read the OP, not the rest of the thread.</p><p> </p><p>Pertaining to all the GMs in our gaming group (we have 3), as a policy we almost never give players narrative control, though on rare occassions it has happened.</p><p> </p><p>Regarding your first example - if the player is asking if he'd know a shortcut based on his experience in the city, and the GM looking at his map seeing that the NPC in question is taking a direct route to where he is going, one of two things will happen.</p><p> </p><p>1. Either the player thinks he knows the destination and is wrong (I would ask the player where he his character thinks the NPC is going, and if he answers the wrong place, I wouldn't tell him so) - then I would let him attempt a short cut, leading him to the location that is not the destination of the NPC... or.</p><p> </p><p>2. If the Player is correct on the presumed destination of the NPC, I would correct the player in saying, based on your knowledge of the city and knowing where the NPC is heading, you KNOW that following him is the quickest route and that there is no short cut.</p><p> </p><p>The problem with giving players narrative control is that they generally don't do it fairly. One of my players consistently guilty of this often tries to bring in his own realworld knowledge of metallurgy (and other things), as some kind of information that his character knows as well. Then tries to use this knowledge to metagame to a specific result.</p><p> </p><p>I usually know if a given character should have such esoteric knowledge based on the known background of the character. If I think his character wouldn't have this knowledge, I just say "No, your character doesn't know this." Otherwise I limit what the character should know, based on what the player is trying to suggest the character knows.</p><p> </p><p>I've never really had luck giving players narrative control, and for most of our players this isn't a problem. The issue just doesn't come up often.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5727873, member: 50895"] Note, I've only read the OP, not the rest of the thread. Pertaining to all the GMs in our gaming group (we have 3), as a policy we almost never give players narrative control, though on rare occassions it has happened. Regarding your first example - if the player is asking if he'd know a shortcut based on his experience in the city, and the GM looking at his map seeing that the NPC in question is taking a direct route to where he is going, one of two things will happen. 1. Either the player thinks he knows the destination and is wrong (I would ask the player where he his character thinks the NPC is going, and if he answers the wrong place, I wouldn't tell him so) - then I would let him attempt a short cut, leading him to the location that is not the destination of the NPC... or. 2. If the Player is correct on the presumed destination of the NPC, I would correct the player in saying, based on your knowledge of the city and knowing where the NPC is heading, you KNOW that following him is the quickest route and that there is no short cut. The problem with giving players narrative control is that they generally don't do it fairly. One of my players consistently guilty of this often tries to bring in his own realworld knowledge of metallurgy (and other things), as some kind of information that his character knows as well. Then tries to use this knowledge to metagame to a specific result. I usually know if a given character should have such esoteric knowledge based on the known background of the character. If I think his character wouldn't have this knowledge, I just say "No, your character doesn't know this." Otherwise I limit what the character should know, based on what the player is trying to suggest the character knows. I've never really had luck giving players narrative control, and for most of our players this isn't a problem. The issue just doesn't come up often. [/QUOTE]
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