Crazy Jerome
First Post
If you want to do something in game--show. If you want (or need) to tell, do it out of game. This makes it explicit, and ties back into what Ariosto was saying: When teaching chess, and you ask the newbie if he wants to take back that move, there is no confusion that you are "playing chess" when you ask the question.
While out of game discussion is generally most applicable when teaching a new mode of play, it has its limited uses much later--even in a mostly pure sandbox, with lots of "let the players suffer the consequences" play. I'm happy, for example, to let the characters get into all kinds of trouble, but I'm not happy to let the players waste a couple of hours. They are expert sandbox players, diligent and interested in ferreting out the likely consequences of their actions even before they act, but every now and then they start down a path I think they won't enjoy very much. I'll stop and ask them: "This is what is generally about to happen. Does that sound like fun? No--OK, let's talk about options." Better 5 minutes of metagame discussion than 2 hours of frustration.
I've also been known to occasionally narrate a cut scene (sort of breaking the above rule, by essentially "telling" a "show"). I do this when something highly interesting to the evolving story happened with NPCs, off camera, because the players chose to do something else. Sure, they can get little hints and piece it together. Or I can have a bard in a tavern tell the recent events. But there are only so many devices to work that into game. Sometimes, the most expeditious and fun way to get the information out is to let them dig a bit in character, then narrate the scene that tells them what they learned. IF the consequences they are causing are interesting enough to explore, but not immediately applicable, there are ways to get them across.
Edit: None of this is a disagreement with Pirate Cat's last paragraph, above. What he said is always superior, if you can pull it off. What I'm discussing is how to handle the exceptions.
While out of game discussion is generally most applicable when teaching a new mode of play, it has its limited uses much later--even in a mostly pure sandbox, with lots of "let the players suffer the consequences" play. I'm happy, for example, to let the characters get into all kinds of trouble, but I'm not happy to let the players waste a couple of hours. They are expert sandbox players, diligent and interested in ferreting out the likely consequences of their actions even before they act, but every now and then they start down a path I think they won't enjoy very much. I'll stop and ask them: "This is what is generally about to happen. Does that sound like fun? No--OK, let's talk about options." Better 5 minutes of metagame discussion than 2 hours of frustration.
I've also been known to occasionally narrate a cut scene (sort of breaking the above rule, by essentially "telling" a "show"). I do this when something highly interesting to the evolving story happened with NPCs, off camera, because the players chose to do something else. Sure, they can get little hints and piece it together. Or I can have a bard in a tavern tell the recent events. But there are only so many devices to work that into game. Sometimes, the most expeditious and fun way to get the information out is to let them dig a bit in character, then narrate the scene that tells them what they learned. IF the consequences they are causing are interesting enough to explore, but not immediately applicable, there are ways to get them across.
Edit: None of this is a disagreement with Pirate Cat's last paragraph, above. What he said is always superior, if you can pull it off. What I'm discussing is how to handle the exceptions.