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<blockquote data-quote="Nagol" data-source="post: 5079775" data-attributes="member: 23935"><p>It was early in the campign life, probably 2nd/3rd session. There was fistfight and a car chase with a lot of squealing rubber et al. From memory, this was the first bit of gun-play.</p><p> </p><p></p><p></p><p>I agree -- and the best way to emulate that is for the rule to be published and not hidden from the players. </p><p></p><p>The majority of the ruleset that deals with events and sitautions that are common to the character experiences and common knowledge should be published for the players to understand. </p><p></p><p>Attempting to hide more general rules provides traps for players who try to react to a situation in a way that seems reasonable to the player but shouldn't be reasonable to the character based on the rules that describe action in the universe. The player ends up playing the game of "Do I think the game designer likes X more than Y?"</p><p></p><p>There should be purpose to a hidden rule. Why is it on only one side of the screen? I find it is best reserved for secret lore, Things Man Was Not Meant To Know, alien technology, lost artefacts, and other exceptional situations beyond the ken of society. </p><p></p><p>I often use hidden rules for these things. Some of the more memorable are from an Ars Magica campaign -- divine/infernal favour tracking, fey interaction (a ruleset of faerie etiquette and society that drives fey NPCs -- the fey were very rule-bound in behaviour, but learning the rules was hard as there were a lot of factors that could influence the fey response), alternate magical traditions with different focus than Hermetic Lore (the troupe encountered crystalmancy, Cabalists, Persian wizards, and a different Greek tradition; each had their own system to magic with corresponding strengths and weaknesses).</p></blockquote><p></p>
[QUOTE="Nagol, post: 5079775, member: 23935"] It was early in the campign life, probably 2nd/3rd session. There was fistfight and a car chase with a lot of squealing rubber et al. From memory, this was the first bit of gun-play. I agree -- and the best way to emulate that is for the rule to be published and not hidden from the players. The majority of the ruleset that deals with events and sitautions that are common to the character experiences and common knowledge should be published for the players to understand. Attempting to hide more general rules provides traps for players who try to react to a situation in a way that seems reasonable to the player but shouldn't be reasonable to the character based on the rules that describe action in the universe. The player ends up playing the game of "Do I think the game designer likes X more than Y?" There should be purpose to a hidden rule. Why is it on only one side of the screen? I find it is best reserved for secret lore, Things Man Was Not Meant To Know, alien technology, lost artefacts, and other exceptional situations beyond the ken of society. I often use hidden rules for these things. Some of the more memorable are from an Ars Magica campaign -- divine/infernal favour tracking, fey interaction (a ruleset of faerie etiquette and society that drives fey NPCs -- the fey were very rule-bound in behaviour, but learning the rules was hard as there were a lot of factors that could influence the fey response), alternate magical traditions with different focus than Hermetic Lore (the troupe encountered crystalmancy, Cabalists, Persian wizards, and a different Greek tradition; each had their own system to magic with corresponding strengths and weaknesses). [/QUOTE]
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