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Telling players about the consequences of PC actions
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<blockquote data-quote="Ariosto" data-source="post: 4789386" data-attributes="member: 80487"><p>Consider it as if you were playing some other game (e.g., Chess) with a novice.</p><p></p><p>How much do you advise, and how much do you let the other person learn from experience? If you advise, then how much at critical points and how much post-game? Do you "give the right answers" directly, or just ask leading questions?</p><p></p><p>I would ask the players how much, and what sort of, hand-holding they want. Leave it up to them to choose to ask for extra clues or not.</p><p></p><p>That kind of dialog is to my mind essential in making an RPG the best it can be by the particular standards of the participants -- which may be different from what suits some other group.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4789386, member: 80487"] Consider it as if you were playing some other game (e.g., Chess) with a novice. How much do you advise, and how much do you let the other person learn from experience? If you advise, then how much at critical points and how much post-game? Do you "give the right answers" directly, or just ask leading questions? I would ask the players how much, and what sort of, hand-holding they want. Leave it up to them to choose to ask for extra clues or not. That kind of dialog is to my mind essential in making an RPG the best it can be by the particular standards of the participants -- which may be different from what suits some other group. [/QUOTE]
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Telling players about the consequences of PC actions
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