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*TTRPGs General
Telling players about the consequences of PC actions
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<blockquote data-quote="jmucchiello" data-source="post: 4790020" data-attributes="member: 813"><p>I want to point out that if Nolor has any brains, when he hears about the party's attack on the bandits, he might decide to run away before the bandits can kill him. This opens up more possible ways the players can find out about the bandits seeking vengeance.</p><p></p><p>As for player versus PC knowledge, I say err on the side of too much knowledge. Remember, whenever you say "a day passes" the character has spent 24 hours in a living breathing town. They didn't spend that time locked in a sensory deprivation tank. People around the town have waved hello or avoided them. The townsfolk are happy, nervous, self-involved, whatever. There are many chances for them to hear what everyone else in town is thinking. Simulating all the small talk accumulated by 5 PCs over the course of a day is difficult. But by providing extra information you can achieve the same effect. "Over the course of the day you piece together from various townsfolk that the bandits have become angry and have sworn oaths of vengeance against some so-called traitor."</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 4790020, member: 813"] I want to point out that if Nolor has any brains, when he hears about the party's attack on the bandits, he might decide to run away before the bandits can kill him. This opens up more possible ways the players can find out about the bandits seeking vengeance. As for player versus PC knowledge, I say err on the side of too much knowledge. Remember, whenever you say "a day passes" the character has spent 24 hours in a living breathing town. They didn't spend that time locked in a sensory deprivation tank. People around the town have waved hello or avoided them. The townsfolk are happy, nervous, self-involved, whatever. There are many chances for them to hear what everyone else in town is thinking. Simulating all the small talk accumulated by 5 PCs over the course of a day is difficult. But by providing extra information you can achieve the same effect. "Over the course of the day you piece together from various townsfolk that the bandits have become angry and have sworn oaths of vengeance against some so-called traitor." [/QUOTE]
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Telling players about the consequences of PC actions
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