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Guest 85555
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You are painting his position way more extreme than it is. Clearly you can value realism and player driven play, and realism can even I’m enhance a sense of being a character in a world, where you are making choices that feel like real choices. He is talking about how in life sometimes you have information, sometimes you don’t. If the GM is always making scenarios where the players don’t have access to information, then sure maybe something is off. If the GM is trying to make a plausible world and doing it when it feels realistic to do so, or at a realistic frequency, there is no problem there nor is there anything he has to own up to. It is this last point: that the GM has something to own up to, is what runs peopke the wrong way here. Statements like that have been made about this style and I think it is a very unfair characterization. It is one thing for us to disagree over approaches, another to treat this like something where people need to confess to some kind of D&D wrong doingThe appeal to the “real world” to me indicates that you have a priority other than player driven play.
The amount of influence the GM has over what the players know of the situation in the game world is immense. Choosing to create a scenario where they don’t have the info needed is a choice. Own up to it… don’t blame it on realism.