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What is *worldbuilding* for?
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<blockquote data-quote="innerdude" data-source="post: 7354160" data-attributes="member: 85870"><p>I think my post earlier, talking about example "scene frames," was very much looking at this is the same way. It's a very difficult line to draw to say that NOTHING can be secret from the players if it hinders their ability to author fiction. Even for me, someone who WANTS more player-driven play, that seems extreme. My example with the magistrate and the hidden prisoner was very much posing this question---is it okay to have the "hidden" gambling debt backstory for the magistrate, if it's trivially knowable with any sort of intelligent effort put forth by the players?</p><p></p><p>I think in that case, assuming that it only affects the <em>ease of success</em> and doesn't thwart success entirely, and as long as there are multiple other options available to the players---including ones they might author themselves---I don't know that simply having some "hidden" element in a scene frame is a bad thing.</p><p></p><p>It would become a "bad thing" if 1) the PCs' success/failure either solely or greatly hinged on discovering that element, 2) the GM was actively limiting potential success if the PCs' action declarations weren't in line with the hidden element, and 3) the GM was unwilling to modify the fiction to accommodate input from the players that might make the action resolution even more satisfying.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7354160, member: 85870"] I think my post earlier, talking about example "scene frames," was very much looking at this is the same way. It's a very difficult line to draw to say that NOTHING can be secret from the players if it hinders their ability to author fiction. Even for me, someone who WANTS more player-driven play, that seems extreme. My example with the magistrate and the hidden prisoner was very much posing this question---is it okay to have the "hidden" gambling debt backstory for the magistrate, if it's trivially knowable with any sort of intelligent effort put forth by the players? I think in that case, assuming that it only affects the [I]ease of success[/I] and doesn't thwart success entirely, and as long as there are multiple other options available to the players---including ones they might author themselves---I don't know that simply having some "hidden" element in a scene frame is a bad thing. It would become a "bad thing" if 1) the PCs' success/failure either solely or greatly hinged on discovering that element, 2) the GM was actively limiting potential success if the PCs' action declarations weren't in line with the hidden element, and 3) the GM was unwilling to modify the fiction to accommodate input from the players that might make the action resolution even more satisfying. [/QUOTE]
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