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Telling players about the consequences of PC actions
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<blockquote data-quote="Mallus" data-source="post: 4783664" data-attributes="member: 3887"><p>Over the years I've become a big fan of giving players more information than their characters would have access to. I think this is a great tool for getting players involved in the events of the campaign. You can show them the results of their actions, that they're actions <em>matter</em>. </p><p></p><p>I've found nothing draws players in like the feeling that they can really change the campaign world (for better or for worse). Conversely, nothing does more to disengage players than the sense their actions have no effect on the larger world.</p><p></p><p>I happily err on the side of giving PC's too much information. I'd rather present them with clear choices, than waste time making them wonder what the meaningful choices are (well, most of the time, there's always room for a few mysteries).</p></blockquote><p></p>
[QUOTE="Mallus, post: 4783664, member: 3887"] Over the years I've become a big fan of giving players more information than their characters would have access to. I think this is a great tool for getting players involved in the events of the campaign. You can show them the results of their actions, that they're actions [i]matter[/i]. I've found nothing draws players in like the feeling that they can really change the campaign world (for better or for worse). Conversely, nothing does more to disengage players than the sense their actions have no effect on the larger world. I happily err on the side of giving PC's too much information. I'd rather present them with clear choices, than waste time making them wonder what the meaningful choices are (well, most of the time, there's always room for a few mysteries). [/QUOTE]
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Telling players about the consequences of PC actions
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