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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="pemerton" data-source="post: 9285834" data-attributes="member: 42582"><p>The PCs <em>discovering a clue</em> is an event. A pre-planned event like that is (an element of) a plot.</p><p></p><p>If you want that event to happen, <em>you are prepping a plot</em>.</p><p></p><p>Presumably the GM is assuming that the PCs will try and work out who the kidnapper is, and where the girl is being hidden. Otherwise this is all just a waste of time on the GM's part.</p><p></p><p>I think I fall into your final paragraph, both as GM and player. I am not interested in working through a GM-authored scenario - what I would normally call a <em>plot</em> - whether by way of one clue, or three. The GM setting up the plot so that the PCs can learn about the kidnapper <em>from a confession</em>, <em>from the tyre-tracks at the site of the kidnapping</em>, or <em>from the extra food that has been delivered to the kidnapper's house</em> doesn't make it not be <em>a plot set up by the GM</em>.</p><p></p><p>As you say, diluting the chokepoint by way of 3 clues may change certain features of play - the GM has deployed their authorship in advance, rather than during the moment of adjudication. But it is still, as you also say, a GM-authored scenario.</p><p></p><p>It is - by definition, I would say - not possible to run a RPG with a reasonably conventional split of GM and player roles, without the GM providing information to the players.</p><p></p><p>But it is quite possible to run a RPG in which the GM does not give <em>clues</em> in the sense if <em>pointers to established/prepared-but-currently-secret elements of the fiction</em>. I know, because I do this all the time. The best know account of how to do this has been described upthread by @AbdulAlhzared - it is found in Apocalypse World, and then picked up in other RPGs like Dungeon World.</p><p></p><p>My own approach is more heavily influenced by Burning Wheel, but that's by-the-by. For present purposes, the two approaches are not wildly different. They certainly do not have any room for, let alone need for, the "three clue rule".</p></blockquote><p></p>
[QUOTE="pemerton, post: 9285834, member: 42582"] The PCs [I]discovering a clue[/I] is an event. A pre-planned event like that is (an element of) a plot. If you want that event to happen, [I]you are prepping a plot[/I]. Presumably the GM is assuming that the PCs will try and work out who the kidnapper is, and where the girl is being hidden. Otherwise this is all just a waste of time on the GM's part. I think I fall into your final paragraph, both as GM and player. I am not interested in working through a GM-authored scenario - what I would normally call a [I]plot[/I] - whether by way of one clue, or three. The GM setting up the plot so that the PCs can learn about the kidnapper [I]from a confession[/I], [I]from the tyre-tracks at the site of the kidnapping[/I], or [I]from the extra food that has been delivered to the kidnapper's house[/I] doesn't make it not be [I]a plot set up by the GM[/I]. As you say, diluting the chokepoint by way of 3 clues may change certain features of play - the GM has deployed their authorship in advance, rather than during the moment of adjudication. But it is still, as you also say, a GM-authored scenario. It is - by definition, I would say - not possible to run a RPG with a reasonably conventional split of GM and player roles, without the GM providing information to the players. But it is quite possible to run a RPG in which the GM does not give [I]clues[/I] in the sense if [I]pointers to established/prepared-but-currently-secret elements of the fiction[/I]. I know, because I do this all the time. The best know account of how to do this has been described upthread by @AbdulAlhzared - it is found in Apocalypse World, and then picked up in other RPGs like Dungeon World. My own approach is more heavily influenced by Burning Wheel, but that's by-the-by. For present purposes, the two approaches are not wildly different. They certainly do not have any room for, let alone need for, the "three clue rule". [/QUOTE]
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