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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9031719" data-attributes="member: 85555"><p>One is by feel. They are interacting with the world you have established and with the characters you have made for it, so they it is something that is discernible (you can tell if a GM is throwing bad guys at you to create a sense of drama for example, versus it seems al lot more naturalistic). But honestly you can always show the players what you have in your notes to demonstrate what is going on. I am pretty transparent about that stuff and don't get overly precious about prep. But when I share it players know concretely if they went left instead of a right that would have been two very different outcomes. The same with NPCs. I don't mind sharing my notes on that so they can see why offering Duke Reginald a Three Way Roast Beef sandwich send him on a murderous rampage and shattered the alliance. You don't have to do all of this of of course.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9031719, member: 85555"] One is by feel. They are interacting with the world you have established and with the characters you have made for it, so they it is something that is discernible (you can tell if a GM is throwing bad guys at you to create a sense of drama for example, versus it seems al lot more naturalistic). But honestly you can always show the players what you have in your notes to demonstrate what is going on. I am pretty transparent about that stuff and don't get overly precious about prep. But when I share it players know concretely if they went left instead of a right that would have been two very different outcomes. The same with NPCs. I don't mind sharing my notes on that so they can see why offering Duke Reginald a Three Way Roast Beef sandwich send him on a murderous rampage and shattered the alliance. You don't have to do all of this of of course. [/QUOTE]
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