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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: 8768461" data-attributes="member: 29398"><p>That they learn that they were all along doing the bidding of a vampire is largely the point of it all. This can be learned via a reveal i.e. the vampire at some point proactively discloses himself for what he really is, or via discovery where the PCs find out he's a vampire through their own investigations. I do see the difference here.</p><p></p><p>It might really bug me in the fiction as a character, depending on who-what I was playing at the time. But as a player, remote from the fiction? Not so much - I see such things as just being a normal part of the game.</p><p></p><p>Which is also part of the point. Things will sometimes happen to the PCs whether they want them to or not, as an outgrowth of their being significant actors in a dangerous and not-always-to-be-trusted world. People will be out to get them, and sometimes long-term deception is a bullet those people stick in their chamber and fire.</p><p></p><p>Keep in mind, if it matters, that I'm coming at this entirely from the perspective of long-running and multi-layered campaigns spanning years both in game time and real time, where it's expected that after the twist there will be ample time for the players/PCs to act on or with this new information.</p><p></p><p>A twist right at the end when there's no further time to do anything with-about it isn't any use to anyone, and not much fun to boot.</p><p></p><p>Yes, to a point.</p><p></p><p>In my view setting exploration is always A goal to some extent, evne if it isn't always THE goal.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8768461, member: 29398"] That they learn that they were all along doing the bidding of a vampire is largely the point of it all. This can be learned via a reveal i.e. the vampire at some point proactively discloses himself for what he really is, or via discovery where the PCs find out he's a vampire through their own investigations. I do see the difference here. It might really bug me in the fiction as a character, depending on who-what I was playing at the time. But as a player, remote from the fiction? Not so much - I see such things as just being a normal part of the game. Which is also part of the point. Things will sometimes happen to the PCs whether they want them to or not, as an outgrowth of their being significant actors in a dangerous and not-always-to-be-trusted world. People will be out to get them, and sometimes long-term deception is a bullet those people stick in their chamber and fire. Keep in mind, if it matters, that I'm coming at this entirely from the perspective of long-running and multi-layered campaigns spanning years both in game time and real time, where it's expected that after the twist there will be ample time for the players/PCs to act on or with this new information. A twist right at the end when there's no further time to do anything with-about it isn't any use to anyone, and not much fun to boot. Yes, to a point. In my view setting exploration is always A goal to some extent, evne if it isn't always THE goal. [/QUOTE]
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