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<blockquote data-quote="pemerton" data-source="post: 7311747" data-attributes="member: 42582"><p>I don't the show, and don't know what genre you have in mind. The Traveller game I'm running is pretty straightforward moderately non-gonzo sci fi.</p><p></p><p>Two things.</p><p></p><p>One, it is the <em>planning</em> that is causing the inconsistency - ie you already have all this pre-planned "lore of the game" that the GM is not on top of; and you also have this player-authored backstory that the GM is not on top of.</p><p></p><p>So what your example shows is that if the GM <em>commits to the (ingame) truth of a whole lot of stuff that s/he is not across</em>, then s/he might carelessly contradict it. Which seems obvious but irrelevant to the merits of improvisation.</p><p></p><p>In my Traveller game, before the fourth session I made a list of all the backstory that had been established over the prior three sessions:</p><p></p><p></p><p></p><p>There actually was a bit more backstory than that - individual NPC backgrounds were noted with the NPC statblocks - but all-in-all that's not too much to keep track of. Contradiction is not that likely.</p><p></p><p>Second, if the Emperor travelled through a certain region where a PC who longed to see the Emperor never got the chance to do so, there could be any number of explanations: the PC was on holiday; the PC was sick; the PC got caught in a traffic jam; etc. It doesn't seem that big a deal to me.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7311747, member: 42582"] I don't the show, and don't know what genre you have in mind. The Traveller game I'm running is pretty straightforward moderately non-gonzo sci fi. Two things. One, it is the [I]planning[/I] that is causing the inconsistency - ie you already have all this pre-planned "lore of the game" that the GM is not on top of; and you also have this player-authored backstory that the GM is not on top of. So what your example shows is that if the GM [I]commits to the (ingame) truth of a whole lot of stuff that s/he is not across[/i], then s/he might carelessly contradict it. Which seems obvious but irrelevant to the merits of improvisation. In my Traveller game, before the fourth session I made a list of all the backstory that had been established over the prior three sessions: There actually was a bit more backstory than that - individual NPC backgrounds were noted with the NPC statblocks - but all-in-all that's not too much to keep track of. Contradiction is not that likely. Second, if the Emperor travelled through a certain region where a PC who longed to see the Emperor never got the chance to do so, there could be any number of explanations: the PC was on holiday; the PC was sick; the PC got caught in a traffic jam; etc. It doesn't seem that big a deal to me. [/QUOTE]
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