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Why do RPGs have rules?
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<blockquote data-quote="AnotherGuy" data-source="post: 9032304" data-attributes="member: 7029930"><p>Thank you for this reply! I read it quite a few times to understand where each point you made could be applied to my game. </p><p></p><p>On the issue of Transparency and Keeping the Meta channel open with the table I have 2 concerns that I'm struggling with:</p><p>(1) How does being so open factor on the Narrative Surprise Reward; and</p><p>(2) Ensuring character integrity is followed</p><p></p><p>I will give examples for (1) and (2) using my prior post as the point of reference for ease.</p><p>Player doesn't know his character is suffering from PTSD after his near-death experience with the "marilith" (polymorphed BBEG). Do I tell him and do I provide/discuss with him the mechanics? From your post, as I understand it, I should - <em>keeping the game part of the RPG as much as possible in the foreground.</em> I get that. </p><p>However the <strong>Narrative Surprise Reward</strong> is immediately nullified as soon as I disclose it on the Meta Level. Player will know immediately that his Long Rest could be affected and that Mariliths and serpentine creatures induce dragon-fear-like checks. By being transparent with it the table doesn't discover this naturally through the fiction, which is the Reward, but rather matter-of-factly. </p><p>Imagine GRRM's books or the TV show GoT revealing Hodor's trauma right at the outset. It wouldn't have had the same impact. </p><p></p><p>(2) I can use the same example as above. Player knowledge now could affect the moves the character makes. i.e. moves could be made to accelerate the negation of the PTSD earlier than what would normally occur.</p><p>By me keeping it secret I'm assisting character integrity until the PTSD is revealed in the fiction.</p><p></p><p>Edit:</p><p></p><p>What do you mean by this? As in the story is not a concern? This is tricky for me because I feel my story-weaving (including character backstories) is my strength.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9032304, member: 7029930"] Thank you for this reply! I read it quite a few times to understand where each point you made could be applied to my game. On the issue of Transparency and Keeping the Meta channel open with the table I have 2 concerns that I'm struggling with: (1) How does being so open factor on the Narrative Surprise Reward; and (2) Ensuring character integrity is followed I will give examples for (1) and (2) using my prior post as the point of reference for ease. Player doesn't know his character is suffering from PTSD after his near-death experience with the "marilith" (polymorphed BBEG). Do I tell him and do I provide/discuss with him the mechanics? From your post, as I understand it, I should - [I]keeping the game part of the RPG as much as possible in the foreground.[/I] I get that. However the [B]Narrative Surprise Reward[/B] is immediately nullified as soon as I disclose it on the Meta Level. Player will know immediately that his Long Rest could be affected and that Mariliths and serpentine creatures induce dragon-fear-like checks. By being transparent with it the table doesn't discover this naturally through the fiction, which is the Reward, but rather matter-of-factly. Imagine GRRM's books or the TV show GoT revealing Hodor's trauma right at the outset. It wouldn't have had the same impact. (2) I can use the same example as above. Player knowledge now could affect the moves the character makes. i.e. moves could be made to accelerate the negation of the PTSD earlier than what would normally occur. By me keeping it secret I'm assisting character integrity until the PTSD is revealed in the fiction. Edit: What do you mean by this? As in the story is not a concern? This is tricky for me because I feel my story-weaving (including character backstories) is my strength. [/QUOTE]
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