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<blockquote data-quote="el-remmen" data-source="post: 8215680" data-attributes="member: 11"><p>Some people just don't like for someone else to say something is better than something else, even if they include the caveat of "(for me)." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p>I didn't say none. Look at my previous post and the outcomes of my explanation about backstories to my current players. Also, I may not want to start the game with that cycle in full-turn. It depends on the group, their experience in general, and their experience with me as GM in specific.</p><p></p><p></p><p></p><p>Anyway, why should we spend time coming up with that secret info ahead of time if it may not apply later? It is easy to put secret info available to only one PC in the chat or shoot them an email or send it between sessions, etc. . . when it comes up (or it is about to come up). Front loading work is a lot of work and I prefer giving room to develop as we go along. It allows for flexibility and is just easier to deal with (for me at least).</p><p></p><p>I do find that "I possess info you need" is a great hook for introducing a new character to an existing game.</p><p></p><p>I'll give an example of the game influencing the character that I love:</p><p></p><p>The gnome bard I mentioned before basically started with no much more than friendly and "obsessive curiosity." When the party found a spellbook that no one in the group could use (no wizards), he decided a few levels later that he just <em>had</em> to know what was in it and put it to use. So he took a level of wizard - which has shifted how he approaches combat and what resources he needs and has changed his curiosity into a kind of avarice for power that is leading down a potentially dark path.</p><p></p><p>None of this was decided before hand.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8215680, member: 11"] Some people just don't like for someone else to say something is better than something else, even if they include the caveat of "(for me)." :rolleyes: I didn't say none. Look at my previous post and the outcomes of my explanation about backstories to my current players. Also, I may not want to start the game with that cycle in full-turn. It depends on the group, their experience in general, and their experience with me as GM in specific. Anyway, why should we spend time coming up with that secret info ahead of time if it may not apply later? It is easy to put secret info available to only one PC in the chat or shoot them an email or send it between sessions, etc. . . when it comes up (or it is about to come up). Front loading work is a lot of work and I prefer giving room to develop as we go along. It allows for flexibility and is just easier to deal with (for me at least). I do find that "I possess info you need" is a great hook for introducing a new character to an existing game. I'll give an example of the game influencing the character that I love: The gnome bard I mentioned before basically started with no much more than friendly and "obsessive curiosity." When the party found a spellbook that no one in the group could use (no wizards), he decided a few levels later that he just [I]had[/I] to know what was in it and put it to use. So he took a level of wizard - which has shifted how he approaches combat and what resources he needs and has changed his curiosity into a kind of avarice for power that is leading down a potentially dark path. None of this was decided before hand. [/QUOTE]
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