Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Plot transparency
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steenan" data-source="post: 5611061" data-attributes="member: 23240"><p>I handled this matter in various ways - each game has its own style and approach. </p><p></p><p>When we play with a strong simulationist focus, the main determinant is a reasonable level of in-character knowledge. There are things characters should know, being who they are, even if players do not. There is no sense and no reason for denying this knowledge to players - they need it to make sensible choices. It is not possible to predict and determine everything that should be known at the beginning, so a big part of the information is provided when it becomes important.</p><p></p><p>In a game with a strong gamist focus, some knowledge will be made available and some kept secret. Various surprises on one hand, and brilliant player deductions on the other are a part of the fun. So, while there is no sense in using auto-defeat gotchas, keeping players on their toes is something the GM should do - presenting challenges is his job, after all.</p><p></p><p>In a game with narrativist focus, there will probably be more metagame knowledge, available to the player, but not the PC. Many such games use conflict resolution - and setting the stakes is explicitly discussing with players something that is outside of character knowledge. Some games use metagame resources, negotiation or other kinds of mechanics that require players to consider OOC things in their decisions. Finally, even if the system itself does not use metagame techniques, a narrativist play focuses on players' choices, so it is crucial to make those choices meaningful. Without knowledge, a choice is not meaningful, it is random.</p></blockquote><p></p>
[QUOTE="steenan, post: 5611061, member: 23240"] I handled this matter in various ways - each game has its own style and approach. When we play with a strong simulationist focus, the main determinant is a reasonable level of in-character knowledge. There are things characters should know, being who they are, even if players do not. There is no sense and no reason for denying this knowledge to players - they need it to make sensible choices. It is not possible to predict and determine everything that should be known at the beginning, so a big part of the information is provided when it becomes important. In a game with a strong gamist focus, some knowledge will be made available and some kept secret. Various surprises on one hand, and brilliant player deductions on the other are a part of the fun. So, while there is no sense in using auto-defeat gotchas, keeping players on their toes is something the GM should do - presenting challenges is his job, after all. In a game with narrativist focus, there will probably be more metagame knowledge, available to the player, but not the PC. Many such games use conflict resolution - and setting the stakes is explicitly discussing with players something that is outside of character knowledge. Some games use metagame resources, negotiation or other kinds of mechanics that require players to consider OOC things in their decisions. Finally, even if the system itself does not use metagame techniques, a narrativist play focuses on players' choices, so it is crucial to make those choices meaningful. Without knowledge, a choice is not meaningful, it is random. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Plot transparency
Top