>On 12 Apr 00, at 9:10, Pavel Ivanovich wrote:
>
>> I can understand your reticence to conclude that there's a problem
>>with the way
>> that the GM is running the game, but I can imagine how this sort
>>of thing might
>> have gone so wrong in the first place.
>>
>> This is a GM who has made a shift in game style, and his players are being a
>> little slow to catch up -- but it's also his first time running this sort of
>> game. He believes he's offering the sort of game that would appeal to his
>> players because they like strategy games, and yet they don't like
>>this game --
> > what could the problem be?
I often question whether I have an accurate read on my player's
knowledge of the setting. Understanding just how much your players
know is particularly important when the genre involves intrigue,
politics or detective work.
As the GM you know everything about the world. You understand the
interrelationships between events and people. When crafting the
campaign, you create cues that you believe the players will pick up
on, based on what you think they know about the setting. If you
overestimate their degree of comprehension things will fall apart
quickly.
In these types of campaigns it might be useful to foreshadow
clues or key events by reinforcing the aspect of the campaign they
refer to. If you intend to drop a shiny new key in the path of your
players as a clue, with the intent they visit the local locksmith to
see who it was made for, you'd better reinforce the existence of the
locksmith first. Otherwise, your players may not realize this option
and instead go wandering off testing the key on every lock in town.
If, the day before finding the key, one of the characters had bumped
into the locksmith on the street, spilling a box of uncut key
templates, they would probably remember him when they discover their
clue.
Brian Koppi - chikoppi@21stcentury.net
Si vis pacem, para bellum - If you wish for peace, be prepared for war
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