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How do you reveal information to your players?
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<blockquote data-quote="Mark" data-source="post: 1227712" data-attributes="member: 5"><p>One of the problems with roleplaying games is that they are supposed to be taking place in an infinite universe (primarily) but they can only ever be historically finite in based on the limits of preparation. IMO, there needs to be a certain amount of...not deception, so much, but alternate, more obvious answers, to questions where the answer must be guarded for some time from the players to preserve the mystery.</p><p></p><p>Not unlike the Buffy plot of the key being a person, in actuality (but not revealed in the game as it is in the series), but sprinkling all sorts of more obvious keys in the path of the seekers so they are potentially sure they have solved things when they have not.</p><p></p><p>There needs to be plenty of seemingly correct answers available for the proper correct answer to be worth discovering.</p><p></p><p>As to the revealing, I prefer being reactive in a freeform way based on the actions of the players, with fewer, or no signposts if possible.</p></blockquote><p></p>
[QUOTE="Mark, post: 1227712, member: 5"] One of the problems with roleplaying games is that they are supposed to be taking place in an infinite universe (primarily) but they can only ever be historically finite in based on the limits of preparation. IMO, there needs to be a certain amount of...not deception, so much, but alternate, more obvious answers, to questions where the answer must be guarded for some time from the players to preserve the mystery. Not unlike the Buffy plot of the key being a person, in actuality (but not revealed in the game as it is in the series), but sprinkling all sorts of more obvious keys in the path of the seekers so they are potentially sure they have solved things when they have not. There needs to be plenty of seemingly correct answers available for the proper correct answer to be worth discovering. As to the revealing, I prefer being reactive in a freeform way based on the actions of the players, with fewer, or no signposts if possible. [/QUOTE]
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