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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Bill Zebub" data-source="post: 9624512" data-attributes="member: 7031982"><p>There were a lot of parts to the original question, but I'll focus on the part(s) about how to handle separated parties and compartmentalized knowledge.</p><p></p><p>Here I've learned a lot from [USER=97077]@iserith[/USER], who unfortunately seems to no longer be part of this community (not surprising, considering the savagery of the responses to his contributions). In a nutshell, I make zero attempt to police players on this. If Character A gets into trouble, and Character B's player wants to go rushing to help, I don't have a problem with that. I could ask them to rationalize their decision, but I leave it up to them to offer that rationalization if they want to.</p><p></p><p>The only real objection I ever hear to this approach is "but that's metagaming!" (Using the specific/narrow definition that it means conflating player knowledge with character knowledge). But if you don't really care about that, then it's not a problem.</p><p></p><p>(Also, in my experience, some/much/most of the time Player B will roleplay ignorance and not go rushing off, anyway, even though they know that it would be totally kosher to do so.)</p><p></p><p>A related objection would be something about the believability of the fiction. But in my opinion that's a pretty predictable, mechanistic definition of believable fiction. Unlikely coincidence appears in good fiction all the time.</p><p></p><p>The last objection I can think of is that splitting the party is supposed to be a risky decision, not to be taken lightly. But there's no guarantee that Character B will actually <em>get</em> to Character A's location easily or quickly. And rushing there might cause even more complications. (E.g., now they are BOTH in solo combat! Yay!). I don't know exactly what those complications might be...it would depend on the scenario. But, yeah, splitting the party is still a meaningful decision. And really that's all I care about: players making meaningful decisions.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9624512, member: 7031982"] There were a lot of parts to the original question, but I'll focus on the part(s) about how to handle separated parties and compartmentalized knowledge. Here I've learned a lot from [USER=97077]@iserith[/USER], who unfortunately seems to no longer be part of this community (not surprising, considering the savagery of the responses to his contributions). In a nutshell, I make zero attempt to police players on this. If Character A gets into trouble, and Character B's player wants to go rushing to help, I don't have a problem with that. I could ask them to rationalize their decision, but I leave it up to them to offer that rationalization if they want to. The only real objection I ever hear to this approach is "but that's metagaming!" (Using the specific/narrow definition that it means conflating player knowledge with character knowledge). But if you don't really care about that, then it's not a problem. (Also, in my experience, some/much/most of the time Player B will roleplay ignorance and not go rushing off, anyway, even though they know that it would be totally kosher to do so.) A related objection would be something about the believability of the fiction. But in my opinion that's a pretty predictable, mechanistic definition of believable fiction. Unlikely coincidence appears in good fiction all the time. The last objection I can think of is that splitting the party is supposed to be a risky decision, not to be taken lightly. But there's no guarantee that Character B will actually [I]get[/I] to Character A's location easily or quickly. And rushing there might cause even more complications. (E.g., now they are BOTH in solo combat! Yay!). I don't know exactly what those complications might be...it would depend on the scenario. But, yeah, splitting the party is still a meaningful decision. And really that's all I care about: players making meaningful decisions. [/QUOTE]
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