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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="JiffyPopTart" data-source="post: 7836632" data-attributes="member: 4881"><p>I have to say...after reading many of your posts on this thread...that you seem to have a very formal style of GMing that is almost alien to me. You don't seem to have any game mechanic in use at your table to essentially let the players use you as a sounding board to figure out what their characters know that the players themselves do not not know.</p><p></p><p>I would think there would be an almost endless amount of information that the characters would have picked up but that the GM never explicitly declared during a boring non-described day of travel. Did we walk through a field of wildflowers in the last day? Were there bees? Did I get some ticks on me? How many times did we stop to tinkle? How often did we scare off a deer? A turkey? A skunk? All of these are questions that seem (and almost always are) unimportant to the plot in any way. There is the rare time, however, that planning might involve the need to know these little unsaid details.</p><p></p><p>Lets say the players hatch a plan to catch live skunk for a caper. In my game they would most likely ask "Are there skunks around here?" I am going to give them a Yes, You aren't sure, or No answer based on the information they have already acquired up to that point. They don't have to explicitly take an action and "Go hunt for signs (most likely a smell) of a skunk" because those signs would have been noticed the entire time they have been travelling in that environment and the question is really a way of us retroactively describing scenes from the previous days.</p><p></p><p>In our games...the "at camp plotting the next step" portion of the game is when all of those questions start to come out and tons of questions that players didn't think of to ask at the time are now examined. Yes, sometimes the answer is lost to them because they didn't pay attention at the time, but many other details like "What insignia did those bodyguards have on their cloaks" and "Were there archers on the castle walls?" get filled in at a later date. I can't imagine as a GM ever not answering these questions, and i'd probably lose some of my players trust in me as a GM if I stopped giving out the information that I reasonably thought their characters should already know.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7836632, member: 4881"] I have to say...after reading many of your posts on this thread...that you seem to have a very formal style of GMing that is almost alien to me. You don't seem to have any game mechanic in use at your table to essentially let the players use you as a sounding board to figure out what their characters know that the players themselves do not not know. I would think there would be an almost endless amount of information that the characters would have picked up but that the GM never explicitly declared during a boring non-described day of travel. Did we walk through a field of wildflowers in the last day? Were there bees? Did I get some ticks on me? How many times did we stop to tinkle? How often did we scare off a deer? A turkey? A skunk? All of these are questions that seem (and almost always are) unimportant to the plot in any way. There is the rare time, however, that planning might involve the need to know these little unsaid details. Lets say the players hatch a plan to catch live skunk for a caper. In my game they would most likely ask "Are there skunks around here?" I am going to give them a Yes, You aren't sure, or No answer based on the information they have already acquired up to that point. They don't have to explicitly take an action and "Go hunt for signs (most likely a smell) of a skunk" because those signs would have been noticed the entire time they have been travelling in that environment and the question is really a way of us retroactively describing scenes from the previous days. In our games...the "at camp plotting the next step" portion of the game is when all of those questions start to come out and tons of questions that players didn't think of to ask at the time are now examined. Yes, sometimes the answer is lost to them because they didn't pay attention at the time, but many other details like "What insignia did those bodyguards have on their cloaks" and "Were there archers on the castle walls?" get filled in at a later date. I can't imagine as a GM ever not answering these questions, and i'd probably lose some of my players trust in me as a GM if I stopped giving out the information that I reasonably thought their characters should already know. [/QUOTE]
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