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To Kill or Not to Kill (PCs): That is the Question...
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<blockquote data-quote="Argyle King" data-source="post: 5951832" data-attributes="member: 58416"><p>Right, but the information comes from engaging the world. Knowledge skills and things of that nature are available for a reason. Even without such skills, there are plenty of opportunities for a party to learn more about the world. Before the campaign starts, I make sure to tell the players what their characters would know about the world; what things are common knowledge. Depending on character background, some characters might know a few things that another would not. During the campaign, there are the aforementioned skills, NPCs, libraries, taverns where alcohol may cause loose lips, and many other things - I cannot say exactly what because that is dependent upon the specific campaign world in question.</p><p></p><p>As for what is available; I believe that can partially be decided by the players as well. The actions and stories of their characters have the potential to change the game world. </p><p></p><p>I give the characters as much information as they ask for and successfully acquire. Likewise, I do the same for the players of those characters; on the level of player and metagame, I give plenty of opportunity to ask for clarification<strong>*</strong> is I feel that someone seems confused<strong>*</strong> by something I said. What the players (and by proxy their characters) choose to do with the world and the information I help them to acquire is up to them. If their choices lead to death, that's how the dice fall; and I prefer to leave the dice fall where they may. </p><p></p><p>I believe that if a GM comes to a point where he does not feel comfortable accepting the possible negative outcomes of a dice roll that he should not ask for the dice to be rolled.</p><p></p><p><strong>*</strong>Though, in some situations, I may not clarify if the in-game intent was for the information to be somewhat obscure. A quick arbitrary example of what I mean would be a crazy hermit who only speaks in riddles.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5951832, member: 58416"] Right, but the information comes from engaging the world. Knowledge skills and things of that nature are available for a reason. Even without such skills, there are plenty of opportunities for a party to learn more about the world. Before the campaign starts, I make sure to tell the players what their characters would know about the world; what things are common knowledge. Depending on character background, some characters might know a few things that another would not. During the campaign, there are the aforementioned skills, NPCs, libraries, taverns where alcohol may cause loose lips, and many other things - I cannot say exactly what because that is dependent upon the specific campaign world in question. As for what is available; I believe that can partially be decided by the players as well. The actions and stories of their characters have the potential to change the game world. I give the characters as much information as they ask for and successfully acquire. Likewise, I do the same for the players of those characters; on the level of player and metagame, I give plenty of opportunity to ask for clarification[B]*[/B] is I feel that someone seems confused[B]*[/B] by something I said. What the players (and by proxy their characters) choose to do with the world and the information I help them to acquire is up to them. If their choices lead to death, that's how the dice fall; and I prefer to leave the dice fall where they may. I believe that if a GM comes to a point where he does not feel comfortable accepting the possible negative outcomes of a dice roll that he should not ask for the dice to be rolled. [B]*[/B]Though, in some situations, I may not clarify if the in-game intent was for the information to be somewhat obscure. A quick arbitrary example of what I mean would be a crazy hermit who only speaks in riddles. [/QUOTE]
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