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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="Lanefan" data-source="post: 8765664" data-attributes="member: 29398"><p>I'm not convinced that big unexpected reveals are necessarily a bad thing. For example, the players might run a variety of characters in a long-term campaign in a consistent and well-portrayed setting and only find out several years in that what the PCs thought was their world is in fact all riding on the back of an enormous turtle. This sort of big reveal shouldn't have much effect on in-the-moment play but will (ideally) stand the players'/PCs' perception of the greater in-fiction world on its ear.</p><p></p><p>Or they might learn that their long-time mentor is in fact a vampire, (and has been all along) who may or may not have been manipulating the party's actions for years in order to suit his own ends. Yes this will probably reduce the PCs' trust of NPCs going forward, but in some ways that's kind of the point; in that it reinforces the idea that the setting is a dangerous place filled with dangerous people of whom the PCs are only a few.</p><p></p><p>And on a smaller scene-level scale, this outlook really fights against the use of illusions; where at first glance the scenario looks quite logical and reasonable but parts of it are illusions hiding what's really there. Why have illusion magic in the game if it can't be put to best use?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8765664, member: 29398"] I'm not convinced that big unexpected reveals are necessarily a bad thing. For example, the players might run a variety of characters in a long-term campaign in a consistent and well-portrayed setting and only find out several years in that what the PCs thought was their world is in fact all riding on the back of an enormous turtle. This sort of big reveal shouldn't have much effect on in-the-moment play but will (ideally) stand the players'/PCs' perception of the greater in-fiction world on its ear. Or they might learn that their long-time mentor is in fact a vampire, (and has been all along) who may or may not have been manipulating the party's actions for years in order to suit his own ends. Yes this will probably reduce the PCs' trust of NPCs going forward, but in some ways that's kind of the point; in that it reinforces the idea that the setting is a dangerous place filled with dangerous people of whom the PCs are only a few. And on a smaller scene-level scale, this outlook really fights against the use of illusions; where at first glance the scenario looks quite logical and reasonable but parts of it are illusions hiding what's really there. Why have illusion magic in the game if it can't be put to best use? [/QUOTE]
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