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You're doing what? Surprising the DM
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<blockquote data-quote="pemerton" data-source="post: 6124033" data-attributes="member: 42582"><p>I agree with this. Besides all the other points I made at the time, there are his comments in the current "Innerdudeian case study" thread about encouraging his players towards in-character-only talk at the table.</p><p></p><p>I missed the post about MHRP here, but that's because I typically load ENworld and click straight through to my notifications. I saw the thread(s) on rpg.net, though, and went to DriveThruRPG to complete my collection of PDFs.</p><p></p><p>On the broader issue of "a foreign country", I fluctuate. Sometimes I feel like the way I run my game must be pretty typical - there's nothing special or hypertheoretical about it, it's just an approach I gradually worked out for myself and over the past several years have got some help with from a bunch of different sources (The Forge, BW, HW/Q, etc). But then I find myself in threads like this having really bizarre experiences. Or on the current paladin thread where people seem to assume that the only way, in play, to avoid paladins burning down orphanages is to have a GM-enforced code.</p><p></p><p>Three particularly odd recurring assumptions in this thread are:</p><p></p><ul> <li data-xf-list-type="ul">that <em>use of a story element</em> = <em>framing of a scene</em> - whereas I see these as completely different (nouns don't entail verbs, would be one way of putting it), so that we can all agree at set-up that the game will feature roughly this-or-that range of story elements, but we have no real idea how it's all going to turn out;<br /> <br /> </li> <li data-xf-list-type="ul">that (i) the players engaging a situation to get more info from the GM about the backstory is not functionally different from (ii) the players engaging a situation to try and change the ingame fiction, and hence their PC's fictional positioning - whereas to me this marks a crucial difference between (a) encountering some refugees in the desert and wondering what is going on, and (b) encountering the siege around the city and wondering how it is going to change the dynamics of interacting with the city;<br /> <br /> </li> <li data-xf-list-type="ul">that <em>being surprised</em> in an RPG depends upon the GM having sole control over backstory and introduction of story elements - this last assumption seem to me to be pretty closely related to the first two I've mentioned.</li> </ul><p></p><p>NOOOOO! First Neonchameleon, then CrazyJerome - not you too, Campbell!</p><p></p><p>This I'll agree with, though.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6124033, member: 42582"] I agree with this. Besides all the other points I made at the time, there are his comments in the current "Innerdudeian case study" thread about encouraging his players towards in-character-only talk at the table. I missed the post about MHRP here, but that's because I typically load ENworld and click straight through to my notifications. I saw the thread(s) on rpg.net, though, and went to DriveThruRPG to complete my collection of PDFs. On the broader issue of "a foreign country", I fluctuate. Sometimes I feel like the way I run my game must be pretty typical - there's nothing special or hypertheoretical about it, it's just an approach I gradually worked out for myself and over the past several years have got some help with from a bunch of different sources (The Forge, BW, HW/Q, etc). But then I find myself in threads like this having really bizarre experiences. Or on the current paladin thread where people seem to assume that the only way, in play, to avoid paladins burning down orphanages is to have a GM-enforced code. Three particularly odd recurring assumptions in this thread are: [list][*]that [I]use of a story element[/I] = [I]framing of a scene[/I] - whereas I see these as completely different (nouns don't entail verbs, would be one way of putting it), so that we can all agree at set-up that the game will feature roughly this-or-that range of story elements, but we have no real idea how it's all going to turn out; [*]that (i) the players engaging a situation to get more info from the GM about the backstory is not functionally different from (ii) the players engaging a situation to try and change the ingame fiction, and hence their PC's fictional positioning - whereas to me this marks a crucial difference between (a) encountering some refugees in the desert and wondering what is going on, and (b) encountering the siege around the city and wondering how it is going to change the dynamics of interacting with the city; [*]that [I]being surprised[/I] in an RPG depends upon the GM having sole control over backstory and introduction of story elements - this last assumption seem to me to be pretty closely related to the first two I've mentioned.[/list] NOOOOO! First Neonchameleon, then CrazyJerome - not you too, Campbell! This I'll agree with, though. [/QUOTE]
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