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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Lanefan" data-source="post: 9625456" data-attributes="member: 29398"><p>Still doesn't mean Group B should have that knowledge.</p><p></p><p>This one's a better example of where Group B simply <em>should not know</em> that Group A has been betrayed. Your solutions involve forcing mechanics to dictate roleplay (e.g. on a failed perception roll Group B has to play along as if the NPC is legit) and the players then have to go through the motions as if they're unaware of events elsewhere, rather than just letting Group B play true to character in ignorance (unless the NPC lets something slip) of what's become of Group A.</p><p></p><p>And this is not by any means a "bad scenario" and I'm not sure why you'd suggest that it is.</p><p></p><p>Over the years I've had a string of players who not only would abuse out-of-character knowledge but would insist on offering suggestions and ideas to players of characters in remote places based on knowledge they as characters wouldn't have, rather than just leaving the scout alone to do its thing. For example someone sneaks ahead to scout, leaving the main group well behind and out of sight/comm range, and gets to a sticky situation; it should be only on the player of the scout to figure out what to do next, rather than have the table offering suggestions. Edit to add: and these suggestions were NEVER welcome.</p><p></p><p>It got to the point once where I had to put the hammer down and rule that any suggestion from the table immediately became a banned action for the remote character, even if it was the best/most obvious/safest thing to do. And then I went to writing notes, which has worked fine ever since.</p><p></p><p>And that's all fine. The problem for me arises when the players have their characters react to things those characters couldn't possibly yet know about, the classic being when a remote character gets captured or coshed or whatever and the others immediately race to its rescue even though they've no possible way of knowing it needs rescuing and would otherwise have waited an hour for the remote character to return.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9625456, member: 29398"] Still doesn't mean Group B should have that knowledge. This one's a better example of where Group B simply [I]should not know[/I] that Group A has been betrayed. Your solutions involve forcing mechanics to dictate roleplay (e.g. on a failed perception roll Group B has to play along as if the NPC is legit) and the players then have to go through the motions as if they're unaware of events elsewhere, rather than just letting Group B play true to character in ignorance (unless the NPC lets something slip) of what's become of Group A. And this is not by any means a "bad scenario" and I'm not sure why you'd suggest that it is. Over the years I've had a string of players who not only would abuse out-of-character knowledge but would insist on offering suggestions and ideas to players of characters in remote places based on knowledge they as characters wouldn't have, rather than just leaving the scout alone to do its thing. For example someone sneaks ahead to scout, leaving the main group well behind and out of sight/comm range, and gets to a sticky situation; it should be only on the player of the scout to figure out what to do next, rather than have the table offering suggestions. Edit to add: and these suggestions were NEVER welcome. It got to the point once where I had to put the hammer down and rule that any suggestion from the table immediately became a banned action for the remote character, even if it was the best/most obvious/safest thing to do. And then I went to writing notes, which has worked fine ever since. And that's all fine. The problem for me arises when the players have their characters react to things those characters couldn't possibly yet know about, the classic being when a remote character gets captured or coshed or whatever and the others immediately race to its rescue even though they've no possible way of knowing it needs rescuing and would otherwise have waited an hour for the remote character to return. [/QUOTE]
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