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What is *worldbuilding* for?
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<blockquote data-quote="Sunseeker" data-source="post: 7341921"><p>Sure, but these actions <em>could</em> result in failure. Creating propaganda, if not carefully handled for example, can produce the opposite effect. So even if the intent was to undermine loyalty to the King, if they fail to execute that properly, it could produce <em>more</em> loyalty. When the assassination finally comes, the results should be based on the current situation in the game world. Not the situation the players envisioned. That's why it's important to differentiate intent (what they <em>want</em> to do) from action (what they actually did).</p><p></p><p></p><p>Your suggestion was that the GM was exercising <em>more</em> control, when the level of GM control has been unchanged. The GM was always aware of more information than the players. Acting upon what the GM knows is not exercising more control, or to phrase it differently, taking away control from the players (over, in his example, something the players should only questionably have had control over to begin with).</p><p></p><p></p><p>Not success?</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7341921"] Sure, but these actions [I]could[/I] result in failure. Creating propaganda, if not carefully handled for example, can produce the opposite effect. So even if the intent was to undermine loyalty to the King, if they fail to execute that properly, it could produce [I]more[/I] loyalty. When the assassination finally comes, the results should be based on the current situation in the game world. Not the situation the players envisioned. That's why it's important to differentiate intent (what they [I]want[/I] to do) from action (what they actually did). Your suggestion was that the GM was exercising [I]more[/I] control, when the level of GM control has been unchanged. The GM was always aware of more information than the players. Acting upon what the GM knows is not exercising more control, or to phrase it differently, taking away control from the players (over, in his example, something the players should only questionably have had control over to begin with). Not success? [/QUOTE]
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