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<blockquote data-quote="MGibster" data-source="post: 8766800" data-attributes="member: 4534"><p><em>Cyberpunk Red</em> is very guilty of this. It makes more sense to form a gang of car thieves because it's less risky and more lucrative than being an edge runner. Property crimes are not investigated by the Night City police department and as the rules are written you pretty much get full value for all property when sold. Stealing a few economy class cars a week is going to net a small group a fairly comfortable lifestyle with little chance of getting caught let alone going to prison. </p><p></p><p></p><p>Oh, sure, it often times makes sense to keep something secret until there's a need to let the cat out of the bag. For example, defeating what you think is the big bad evil guy only to find out he's actually working for another even bigger badder evil guy. </p><p></p><p></p><p></p><p>Sometimes it is, in <em>Call of Cthulhu's </em>famous scenario The Haunting, there's all sorts of information they might miss out on should they neglect to do any research on the Corbitt house at the library, city hall, or just by asking people in the neighborhood about it. But I'm specifically referring to scenarios where the author gives the GM a ton of backstory and there's no obvious way to introduce it to the player while they're actually playing the game.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8766800, member: 4534"] [I]Cyberpunk Red[/I] is very guilty of this. It makes more sense to form a gang of car thieves because it's less risky and more lucrative than being an edge runner. Property crimes are not investigated by the Night City police department and as the rules are written you pretty much get full value for all property when sold. Stealing a few economy class cars a week is going to net a small group a fairly comfortable lifestyle with little chance of getting caught let alone going to prison. Oh, sure, it often times makes sense to keep something secret until there's a need to let the cat out of the bag. For example, defeating what you think is the big bad evil guy only to find out he's actually working for another even bigger badder evil guy. Sometimes it is, in [I]Call of Cthulhu's [/I]famous scenario The Haunting, there's all sorts of information they might miss out on should they neglect to do any research on the Corbitt house at the library, city hall, or just by asking people in the neighborhood about it. But I'm specifically referring to scenarios where the author gives the GM a ton of backstory and there's no obvious way to introduce it to the player while they're actually playing the game. [/QUOTE]
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