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Oops, Players Accidentally See Solution to Exploration Challenge
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<blockquote data-quote="GrahamWills" data-source="post: 7893347" data-attributes="member: 75787"><p>Suppose I decide to run a game of KIDS ON BIKES. All players are playing young kids in a rural town in the 1950s, say. As a group, we have decided that this is fun and we're going to do it.</p><p></p><p>Bu a problem arises. One player keeps making decisions based on the fact that, as a 50 year chemist living in 2020 (good lord that sounds so wrong to be a description of today) they know way, way more than their character would.</p><p></p><p>It seems hard to make this the GM's fault, I suppose you could say:</p><ul> <li data-xf-list-type="ul">It is their fault for choosing this genre and they should only run games where being a 50 year old chemist does not give you knowledge your character would not have</li> <li data-xf-list-type="ul">They should not play the sorts of adventures the game was designed for and instead run it only with adventures that do not depend on the players acting as kids.</li> <li data-xf-list-type="ul">They should ensure that every time a decision has to be made, there are rules set up that define how that decision would be made which depend only on character statistics and involve no decision making by players</li> </ul><p>These options don't seem that attractive to me. I think for most people, once the group decides to play a certain genre, it becomes the players responsibility to make decisions for their character that fit that genre and do not depend on out-of-character knowledge.</p><p></p><p>Role-playing is no longer a "GM is god and therefore has all power and all responsibility" game. Nearly everyone believes that players and GM have a joint responsibility to keep the game fun, to keep it in-genre and to make the game fun for all. I guess if you believe the GM has complete control (and therefore complete responsibility) that you could keep holding a position that any problems with anything are the GM's fault, but honestly, I don't think that's mainstream any more.</p><p></p><p>I'm curious for the case, for those who think it is the GM's fault that the player is using non-kid knowledge to play their kid's actions. Why should they have done differently? How should the run the game so it doesn't happen. Basically, if it's their fault, how do we fix it?</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 7893347, member: 75787"] Suppose I decide to run a game of KIDS ON BIKES. All players are playing young kids in a rural town in the 1950s, say. As a group, we have decided that this is fun and we're going to do it. Bu a problem arises. One player keeps making decisions based on the fact that, as a 50 year chemist living in 2020 (good lord that sounds so wrong to be a description of today) they know way, way more than their character would. It seems hard to make this the GM's fault, I suppose you could say: [LIST] [*]It is their fault for choosing this genre and they should only run games where being a 50 year old chemist does not give you knowledge your character would not have [*]They should not play the sorts of adventures the game was designed for and instead run it only with adventures that do not depend on the players acting as kids. [*]They should ensure that every time a decision has to be made, there are rules set up that define how that decision would be made which depend only on character statistics and involve no decision making by players [/LIST] These options don't seem that attractive to me. I think for most people, once the group decides to play a certain genre, it becomes the players responsibility to make decisions for their character that fit that genre and do not depend on out-of-character knowledge. Role-playing is no longer a "GM is god and therefore has all power and all responsibility" game. Nearly everyone believes that players and GM have a joint responsibility to keep the game fun, to keep it in-genre and to make the game fun for all. I guess if you believe the GM has complete control (and therefore complete responsibility) that you could keep holding a position that any problems with anything are the GM's fault, but honestly, I don't think that's mainstream any more. I'm curious for the case, for those who think it is the GM's fault that the player is using non-kid knowledge to play their kid's actions. Why should they have done differently? How should the run the game so it doesn't happen. Basically, if it's their fault, how do we fix it? [/QUOTE]
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