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<blockquote data-quote="Ovinomancer" data-source="post: 8341275" data-attributes="member: 16814"><p>It doesn't matter to the game, it matters only to your metagame of manipulating your player's emotional state. Your roll to instill paranoia does nothing for the game -- it's aimed only at the players at the table.</p><p></p><p>You can have engaging content, where the players are paranoid because of the content of the game -- the players are paranoid not because of the GM's dice rolling, but because of the fictional state that their characters are in.</p><p></p><p>I mean, I guess it's okay, though, that there's a difference of opinion where I'm on the side saying "make your game better, and more exciting" and others are on the "we prefer to use tricks to manipulate the players." I'm good with this positioning. I don't feel the need to con my players so they have a good time.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8341275, member: 16814"] It doesn't matter to the game, it matters only to your metagame of manipulating your player's emotional state. Your roll to instill paranoia does nothing for the game -- it's aimed only at the players at the table. You can have engaging content, where the players are paranoid because of the content of the game -- the players are paranoid not because of the GM's dice rolling, but because of the fictional state that their characters are in. I mean, I guess it's okay, though, that there's a difference of opinion where I'm on the side saying "make your game better, and more exciting" and others are on the "we prefer to use tricks to manipulate the players." I'm good with this positioning. I don't feel the need to con my players so they have a good time. [/QUOTE]
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