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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="hawkeyefan" data-source="post: 8768786" data-attributes="member: 6785785"><p>Yeah, if the GM just reveals this to us at some point, I’m gonna feel like he’s telling a story and we’re just playing a part. That’s not how I prefer to feel when playing. </p><p></p><p>The PCs discovering it through their own investigations would seem to be more likely approach to involve the kinds of levers and details that players can use in play, I would say. </p><p></p><p></p><p></p><p></p><p></p><p></p><p> </p><p>Sure, but there are so many ways to establish this that the “patron turned villain” trope is by no means necessary. And it could be damaging if the players feel like this was something bound to happen, and who knows if they even ever had a chance to figure it out. </p><p></p><p>The original point that [USER=16586]@Campbell[/USER] made that prompted the OP by [USER=42582]@pemerton[/USER] was that the players should have resources to gain information and to interact with things in the fiction. Allies and friends that can help them, or folks they can manipulate or bribe or what have you. </p><p></p><p>The patron turned vampire could really mess up player trust in NPCs, which also means trust in the GM.</p><p></p><p></p><p>Yeah, I know you run long standing games with multiple play groups, but I don’t think that has much impact here. Though I’d say that if a GM were to do this, the earlier in the game likely the better. </p><p></p><p></p><p></p><p>For me, it’s something that happens, but isn’t really a goal. It’s more a means of working toward a goal, I suppose.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8768786, member: 6785785"] Yeah, if the GM just reveals this to us at some point, I’m gonna feel like he’s telling a story and we’re just playing a part. That’s not how I prefer to feel when playing. The PCs discovering it through their own investigations would seem to be more likely approach to involve the kinds of levers and details that players can use in play, I would say. Sure, but there are so many ways to establish this that the “patron turned villain” trope is by no means necessary. And it could be damaging if the players feel like this was something bound to happen, and who knows if they even ever had a chance to figure it out. The original point that [USER=16586]@Campbell[/USER] made that prompted the OP by [USER=42582]@pemerton[/USER] was that the players should have resources to gain information and to interact with things in the fiction. Allies and friends that can help them, or folks they can manipulate or bribe or what have you. The patron turned vampire could really mess up player trust in NPCs, which also means trust in the GM. Yeah, I know you run long standing games with multiple play groups, but I don’t think that has much impact here. Though I’d say that if a GM were to do this, the earlier in the game likely the better. For me, it’s something that happens, but isn’t really a goal. It’s more a means of working toward a goal, I suppose. [/QUOTE]
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