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<blockquote data-quote="Umbran" data-source="post: 6319192" data-attributes="member: 177"><p>The issue I find with turning "gargoyle" is that while the characters live in the world 24/7 (or 32/8, depending on your game-world clock and calendar), the player lives in it a few hours at a time, every week or two, and views it only through interactions with the GM - that's a pretty narrow window. The PCs should have a ton of background information and intuition about how things work that the players generally lack. </p><p></p><p>It is the GM's job to widen that window, so that the PCs are making informed decisions. If and when the Players are walking down a road that the GM knows is kind of silly, and that runs contrary to what the PCs would know, I think the GM should probably offer that information, rather than wait for the PCs to specifically ask for it.</p><p></p><p>Case in point: I ran the second session of a new Shadowrun game last night. The first half of the run was stealing a widget. The second half was getting hold of the person who knows how the widget works. This latter, to a person of the real, modern world, amounts to kidnapping. A couple of my players balked at the ethics, even though in the game world, "corporate extractions" are a pretty common form of run.</p><p></p><p>So, it was important for me to remind the players of this - not that I get to make choices for them, not that they *must* take the hook I've provided (I had two different backup plans), but that in the rest of the world, this wasn't considered that big a deal. They can make the choice to not do extractions, if they want - but they should make that decision knowing the context in which it was relevant, rather than make it, and then find out later on that they're running against the grain without knowing it.</p><p></p><p>Similarly, for example, the party tech-heads should know a lot about common security systems. If the team starts making a plan that runs contrary to the knowledge the PCs would have, the GM should remind them, rather than allow them to make a crappy plan, and they gripe that the GM didn't give them enough information to make a good plan.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6319192, member: 177"] The issue I find with turning "gargoyle" is that while the characters live in the world 24/7 (or 32/8, depending on your game-world clock and calendar), the player lives in it a few hours at a time, every week or two, and views it only through interactions with the GM - that's a pretty narrow window. The PCs should have a ton of background information and intuition about how things work that the players generally lack. It is the GM's job to widen that window, so that the PCs are making informed decisions. If and when the Players are walking down a road that the GM knows is kind of silly, and that runs contrary to what the PCs would know, I think the GM should probably offer that information, rather than wait for the PCs to specifically ask for it. Case in point: I ran the second session of a new Shadowrun game last night. The first half of the run was stealing a widget. The second half was getting hold of the person who knows how the widget works. This latter, to a person of the real, modern world, amounts to kidnapping. A couple of my players balked at the ethics, even though in the game world, "corporate extractions" are a pretty common form of run. So, it was important for me to remind the players of this - not that I get to make choices for them, not that they *must* take the hook I've provided (I had two different backup plans), but that in the rest of the world, this wasn't considered that big a deal. They can make the choice to not do extractions, if they want - but they should make that decision knowing the context in which it was relevant, rather than make it, and then find out later on that they're running against the grain without knowing it. Similarly, for example, the party tech-heads should know a lot about common security systems. If the team starts making a plan that runs contrary to the knowledge the PCs would have, the GM should remind them, rather than allow them to make a crappy plan, and they gripe that the GM didn't give them enough information to make a good plan. [/QUOTE]
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