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What Is an Experience Point Worth?
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<blockquote data-quote="Arilyn" data-source="post: 7732360" data-attributes="member: 6816042"><p>But I can't possibly know ahead of time, what information the players are going to want to know, so I'm going to have to make things up on the spot. As a GM, I don't want to waste my time deciding how tall every mountain is, or the colour of every horse on the street, just in case a player wants to know. It's a waste of my time, which could be better spent on interesting npcs and villainous plots.</p><p></p><p>The evils of meta-gaming are over-rated in my opinion. Character sheets, rolling dice, picking what feats you are going to learn are all minor forms of meta gaming anyway. Having players contribute to the narrative engages them in the fiction, relieves some of the burden on the GM, and is just plain fun. If the players ignore the beggar on the street, who has a vital clue, there is no sin in getting that clue to the players in another way. Having the story grind to a halt is way worse. And no, this is not railroading, because what the players choose to do is still entirely up to them.</p><p></p><p>What you are describing is very heavy on the simulationist end of the spectrum. Role playing can encompass your preferred style as well as mine. What I find amusing is that the "narrative snobs" might very well accuse you of being not a true role player!</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7732360, member: 6816042"] But I can't possibly know ahead of time, what information the players are going to want to know, so I'm going to have to make things up on the spot. As a GM, I don't want to waste my time deciding how tall every mountain is, or the colour of every horse on the street, just in case a player wants to know. It's a waste of my time, which could be better spent on interesting npcs and villainous plots. The evils of meta-gaming are over-rated in my opinion. Character sheets, rolling dice, picking what feats you are going to learn are all minor forms of meta gaming anyway. Having players contribute to the narrative engages them in the fiction, relieves some of the burden on the GM, and is just plain fun. If the players ignore the beggar on the street, who has a vital clue, there is no sin in getting that clue to the players in another way. Having the story grind to a halt is way worse. And no, this is not railroading, because what the players choose to do is still entirely up to them. What you are describing is very heavy on the simulationist end of the spectrum. Role playing can encompass your preferred style as well as mine. What I find amusing is that the "narrative snobs" might very well accuse you of being not a true role player! [/QUOTE]
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