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Rant: Why must thing always be obvious in D&D?
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<blockquote data-quote="Celebrim" data-source="post: 3651414" data-attributes="member: 4937"><p>Let me suggest what I consider fair and unfair using a concrete example.</p><p></p><p>I once ran a campaign in which a character choose a diety which sounded intriguing from a list of homebrew deities. Once the characters interest seemed serious, I took the player aside and explained that one of the conditions of playing a cleric of this deity is that he would be required to maintain the pretence - even to the other players - that he was actually the priest of a different deity. The player was satisfied with this and went through with the concept. Now, it would have been entirely unfair of me to spring that on the player during play because its the sort of thing that every follower of this deity should now.</p><p></p><p>However, there were secrets about this deity that I did not tell the player. These were in game secrets that I only intended to reveal through play, because the revealing of these secrets constituted major plot elements of the loosely structured 'plot' that I intended for the campaign. Had the campaign continued long enough (sadly, it didn't), the player would have recieved in game conflicting theological interpretations of this diety and would have had to rely on his own judgment and in game resources to figure out what was Truth. Ultimately, he may have found that the diety he thought he was serving was as different from what he was serving as the diety was from what he claimed to be serving. And in my opinion, this is entirely fair because these were secrets kept from all but the most trusted followers of the particular diety. If the player had said to me, "Heh! I didn't sign up for this... this isn't what I wanted.", I would have said, "Go with that feeling. Play your character, not me." Likely, knowing the player, the player would have said, "This is even cooler than I expected.", but I'm willing to risk either reaction for the sake of achieving the second; because, in my experience, its only when a campaign has alot of the second sort of reaction that its really fun as a player. The process of game discovery is exciting.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3651414, member: 4937"] Let me suggest what I consider fair and unfair using a concrete example. I once ran a campaign in which a character choose a diety which sounded intriguing from a list of homebrew deities. Once the characters interest seemed serious, I took the player aside and explained that one of the conditions of playing a cleric of this deity is that he would be required to maintain the pretence - even to the other players - that he was actually the priest of a different deity. The player was satisfied with this and went through with the concept. Now, it would have been entirely unfair of me to spring that on the player during play because its the sort of thing that every follower of this deity should now. However, there were secrets about this deity that I did not tell the player. These were in game secrets that I only intended to reveal through play, because the revealing of these secrets constituted major plot elements of the loosely structured 'plot' that I intended for the campaign. Had the campaign continued long enough (sadly, it didn't), the player would have recieved in game conflicting theological interpretations of this diety and would have had to rely on his own judgment and in game resources to figure out what was Truth. Ultimately, he may have found that the diety he thought he was serving was as different from what he was serving as the diety was from what he claimed to be serving. And in my opinion, this is entirely fair because these were secrets kept from all but the most trusted followers of the particular diety. If the player had said to me, "Heh! I didn't sign up for this... this isn't what I wanted.", I would have said, "Go with that feeling. Play your character, not me." Likely, knowing the player, the player would have said, "This is even cooler than I expected.", but I'm willing to risk either reaction for the sake of achieving the second; because, in my experience, its only when a campaign has alot of the second sort of reaction that its really fun as a player. The process of game discovery is exciting. [/QUOTE]
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