Latest / Sessions Canceled / How Much Meta Knowledge Do You Give Out?: Ep. 170
Transcript
- 0:15What's up, Internet? The GM elected to not tell any
- 0:17of his players when the session start time is, so nobody's here.
- 0:23So session's cancelled. And we're all very confused
- 0:27because he just refused to give us the answer and he said we had
- 0:31to solve the puzzle to get the start time.
- 0:34But but like we just we just wanted to play.
- 0:40It's weird. Also, he's he's disappeared and
- 0:43I think part of the puzzle is also finding him so well, it's a
- 0:49bad. Time to bring up that I've
- 0:50chipped all. You've shipped.
- 0:55Chipped. Chipped.
- 0:57Oh, no, no, it's probably a good time to mention it.
- 1:01OK. If we can find the GM, that'd be
- 1:03helpful. Yeah, he's probably going to.
- 1:05Get mad. Neck itches, by the way.
- 1:07He's probably going to get mad at you for having meta knowledge
- 1:11though. That's fine.
- 1:16Welcome back, Internet. We returned.
- 1:18I am here, Isaiah is here and we I had AI had a last minute
- 1:28change of topic plan. So this might be a little
- 1:30rambling all over the place, but you know what, we're going to go
- 1:33with it. I think I mostly got my my
- 1:35concept straight. So what are we talking about
- 1:39here? Kind of as an extension to what
- 1:47Isaac. So what Isaiah did with the
- 1:49previous episode or episode before which one?
- 1:53Oh, no, yeah. Previous last episode about the
- 1:58whole idea of like a secondary objective and like making combat
- 2:02more engages by having those secondary objectives going on.
- 2:07Some of that was an idea that I had about what I wanted to talk,
- 2:09but he didn't quite hit on one particular element of that that
- 2:15I had a thought about. So we're going to talk about
- 2:18that specific element and it's the idea of player knowledge and
- 2:27how much or how little to deliver to your players as the
- 2:32GM. It kind of ties into the idea of
- 2:38meta gaming. It kind of ties into the idea of
- 2:40like pace. It kind of touches a lot of
- 2:43things because ultimately the way the hobby works is you
- 2:49exchange information back and forth from one end of the table
- 2:51to the other end of the table. So like, it touches a little bit
- 2:54of everything, but it's the idea of like, how do you balance how
- 3:00much the players know and or should know as the, or how much
- 3:05do you give the players as the GM and how much should you give
- 3:08them or not give them and different ways to handle that
- 3:10problem and if it will become a problem.
- 3:13And yeah, like I said, this touches a lot of different
- 3:16things. I'm kind of focusing on 3/4 main
- 3:19areas, but it it touches on almost every element of the game
- 3:23if you keep teasing it out. So I tried not to, but yeah, I
- 3:30think. This is also pretty necessary
- 3:31episode I think it's something that a lot of people struggle
- 3:33with especially in newer GMs when the question of like you
- 3:38know this is the why you should always start things and medius
- 3:41rez right because You sort of need that that or you need to
- 3:47understand how much knowledge to give the players about their
- 3:49current situation so they have the tools that they need to make
- 3:52the decisions that you ultimately want them to make
- 3:56Yeah it's definitely it's it's definitely a new GM it could be
- 4:01a new GM struggle because Well yeah we'll get into it but I do
- 4:07think even when you become really experienced this is still
- 4:10one of those things that you're going to have to constantly re
- 4:13evaluate over and over and over again which I've tended to
- 4:18notice that I think some people have a mentality when it comes
- 4:23to GM ING I mean this probably applies to other things but you
- 4:26know staying within our wheelhouse when it comes to GM
- 4:29ING I think a lot of people have this mentality that if they
- 4:33learn something Once or did something the one time then
- 4:38they're good in the sense of like oh I watched a video from
- 4:44Ginny D or from the dungeon dudes or from you know Matt
- 4:48Colville that told me you know not to railroad my players and I
- 4:52absorbed that information so now I'm good I'm not going to do the
- 4:55railroading thing but really the way it actually works is you
- 4:59have to readdress your knowledge on the thing over and over and
- 5:03over again to actually get Good at it right so you might you
- 5:07might know in the back of your head that you don't want to be
- 5:09overly railroady but you might fall into that bad habit if you
- 5:14don't check in on yourself over and over again about making sure
- 5:18to not do it right so this particular problem of how much
- 5:25information am I giving my players or should I be giving my
- 5:27players is a very similar thing where you might be like oh I'm
- 5:33going to do it this way But if you don't keep checking in on
- 5:37how you're doing it as a game as a campaign is going on you could
- 5:40very easily slip into a direction you don't want to does
- 5:44that make sense No, it does. Yeah.
- 5:46It's, you know, it's it's the oh, God damn it.
- 5:56All right, Nevermind. My brain died.
- 5:58Just the idea that you have to keep reassessing your thought
- 6:00process on a thing because it's very easy to get stuck in a loop
- 6:03of behavior. Once you're in that loop, it's
- 6:06hard to break out of it. So if you can sort of maintain
- 6:09your your consistent reassessment of your skills or
- 6:15the situation in which you need them for the better, right?
- 6:18Like people to sort of play this out, people like, oh, you should
- 6:22never railroad your players. But as we've talked about on
- 6:24this podcast, railroading is not always a bad thing.
- 6:28So if you go, oh, OK, well, I, I railroad my players in this one
- 6:31situation, and it actually went to our benefit.
- 6:35You might not realize that you're doing it more and more
- 6:38and more and more, and now the players have no agency.
- 6:40You have to check that. Yeah, it's it.
- 6:42Basically, it's easy to slip into a bad habit is kind of the
- 6:46Yeah, especially if the bad habit feels like gratifying in
- 6:51the short term, right. Like if you railioed your
- 6:54players and it works in a certain kind of way and you're
- 6:57like, oh, that worked. And then you do it again.
- 6:59And then you keep doing it. You're like, oh, now we've gone
- 7:01too far the other way. Like, yeah, so yeah, yeah.
- 7:10And and if, if, if exactly what I mean for this, it's not 100%
- 7:18clear, it will start to become clear, I think, as I start to
- 7:21explain it out a little more. All that being said, before we
- 7:24get rolling, please take a moment and hit subscribe or
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- 7:30And if you would like to leave a donation to our editor, you can
- 7:33see find the link in the description.
- 7:35That'd be nice. Listen.
- 7:37Thank you. I.
- 7:39Think at some point we should have Brett say something just so
- 7:40people know that he's still alive.
- 7:42He is still alive, we promise. Because here's the thing.
- 7:45Here's how you know he's alive. If Brett dies, we die.
- 7:48We go with him. The episodes go by, it ceases.
- 7:51It ceases to exist because could we learn the audio?
- 7:55The audio editing? Maybe.
- 7:57But like, are we gonna tough sell?
- 8:01In this in this job market. Yeah, yeah, tough sell.
- 8:06All right, so, so on a very high level, what exactly am I talking
- 8:14about here? So it's a, it's a common
- 8:15conundrum I feel for any GM in basically any game.
- 8:20I don't think this has any system specific thing.
- 8:24I I think this can apply in every situation.
- 8:29Some information you want to be hidden for your players to
- 8:32discover, and some information you want to make sure the
- 8:35players definitely have. Right on.
- 8:39Like a really basic, like no shit Sherlock kind of level.
- 8:44You generally tell the players what their character can see in
- 8:47a room, but you might. But you're not going to tell
- 8:50them that there are traps in the floor, right?
- 8:52Like, you know some information you will give out freely, and
- 8:56some information you might not want to give out free.
- 8:58Obviously this sounds like a really simple concept, but the
- 9:00question often becomes which information should be readily
- 9:04available and which information shouldn't be.
- 9:08It is inevitable that GMs will be running a scenario, whether
- 9:10it be a fight, a puzzle, or a general story conflict that
- 9:14you're probably going to think to yourself, either I gave them
- 9:16too much or I gave them too little, and then you're going to
- 9:18debate what to do from there. So that that pendulum is what
- 9:26I'm talking about. I gave them too much, I gave
- 9:27them too little. You want to be in the middle as
- 9:30much as humanly possible. That's the that's the crux of
- 9:37it. And I thought I was thinking
- 9:39about this recently because the boss fight we had in Fabula, not
- 9:43last session, but the session before the Big Bear, which we
- 9:45talked about before, I was trying to deliver information to
- 9:51you guys as players, right? Speaking to Isaiah directly
- 9:55here, I was trying to give information to you guys as
- 9:57players and trying to tell you that the ability where the bear
- 10:01was putting in the like water prison, you could turn that off
- 10:06basically. And I was trying to do that by
- 10:09kept describing how the bear was using the water from the stream
- 10:13next to him to put you in that prison.
- 10:16And I was hoping that one of you would go, oh, he's pulling from
- 10:18the water. If we move him away, he might
- 10:20not be able to use it, right? That was my intention.
- 10:23Nobody groks that, however, at any point.
- 10:26So in that scenario, I was thinking to myself, I'm like,
- 10:30how could I have delivered a little bit more information or
- 10:33deliver the information a little more clearly so that one of you
- 10:36guys would have realized? That I thought about this
- 10:39actually. OK.
- 10:42When you you had said that, I in my head, I was like, oh, I can
- 10:45see why that why you were trying that.
- 10:49I think the thing that confused the three of us is because this
- 10:51is one of the few times where I think a map is really helpful.
- 10:54You can sort of see the water and see like it, it becomes a
- 10:58physical object as opposed to just a, a the scripture for the
- 11:03bears attacks. You know what I mean?
- 11:06But I think the thing that probably would have done it for
- 11:08me at least, is when we were knocked off the bear saying
- 11:13like, oh, well, you fell to the far side of the bear away from
- 11:16the water. And as the water tries to reach
- 11:18out for you, it gets weaker. Like it it it it loses some of
- 11:22its strength. It can't reach as far.
- 11:24That may have been the thing that sell that that had it click
- 11:29for me. Maybe the only problem I see
- 11:31there is if I did that, then that would imply like a
- 11:35mechanical effect, like maybe it did less damage or something and
- 11:38I didn't have anything like that.
- 11:39So if I did that, but it still did the same amount of damage,
- 11:43that still might be confusing, you know?
- 11:46It could, yeah. It and that sort of, that's sort
- 11:49of what this whole thing's about, right, is like, yeah,
- 11:52there is no set sweet spot for this thing.
- 11:54It really has to be a case by case basis.
- 11:57Ultimately, probably as the fight was dragging on and, and
- 12:00nobody was grokking it, I probably should have been like,
- 12:04OK, players. I, I probably should have just
- 12:07told you on a player level, there's a way to disable this
- 12:10ability, right? And maybe not, I won't tell you
- 12:12the solution, but I'll be like, there's a way to turn this off,
- 12:14right? That probably at a certain point
- 12:18I probably should have just pulled the RIP cord on that.
- 12:22And sometimes you just have to pull the RIP cord in these
- 12:25scenarios because you had a plan for how you were going to
- 12:29deliver the information and it's not working and you're in the
- 12:32middle of sessions. So you don't necessarily have
- 12:34time to like re evaluate your plan.
- 12:36So sometimes you just pull the RIP cord and say, I'm telling
- 12:41you on a player level, you could do something here, you know, or
- 12:44if it's really bad, just tell them the answer straight up.
- 12:48If you fucked up majorly, I don't, I I can't think of a good
- 12:53example of that. But you know, if you're in a
- 12:55situation where you're like, oh, I gave them so little
- 12:58information, they have now completely screwed themselves.
- 13:01I need to just tell them because it's not there for cause.
- 13:04Ultimately, if players screw themselves and like get all
- 13:07their characters killed or something like that, If it was,
- 13:11if it was on them, if they had all the tools and then they go
- 13:14down, it's like, well, you know, I don't I'm I'm not necessarily
- 13:17feeling bad about that. If they get royally fucked and
- 13:21it's because I forgot to mention something that would have been
- 13:24majorly useful information. Now I feel guilty, right, like,
- 13:27oh, you, you were you were not working with a full deck.
- 13:32I can't blame you. Like if I forget, you know, if
- 13:34you guys are fighting, you know, if the players are fighting a
- 13:37fire elemental that does a shit load of damage, but you could
- 13:40kill it really fast if you had, you know, ice damage.
- 13:43And I forget to mention that it's a fire element.
- 13:46Like I just say elemental and I don't specify it's a fire
- 13:48elemental. You know what I mean?
- 13:50Yeah. I'm gonna feel guilty about that
- 13:52because I'm like, Oh yeah, that would have been really useful
- 13:55information if I said it was a fire elemental specifically.
- 13:59So in a situation like that, and this wasn't quite that scenario,
- 14:03but I do think I could have pulled the ripcord a little bit
- 14:06and said there is a way to disable this ability and then
- 14:09left it at that. I think that might have been
- 14:12worth it, you know? Yeah, yeah, for sure.
- 14:18So reinforcing my reinforcing my thesis point, This is why this
- 14:23is something that you constantly have to contend with when you're
- 14:26GM ING is because it's a difficult pendulum to you know,
- 14:30the scale, the balance scales are difficult to keep even.
- 14:36But the question becomes because someone might have this thought,
- 14:40why balance between the two at all?
- 14:42Why not just pick one or the other, right.
- 14:44OK, so let's address that. OK, so one end of the scale here
- 14:51could be why not just tell them everything, right?
- 14:54So GMs might have, GM might have the thought that the easy
- 14:58solution to this issue is to simply give all the players the
- 15:01information that you have behind the screen, like a board game,
- 15:05right? Or you just tell them you know
- 15:08the bad guys are doing XY and Z, they have this ability or
- 15:10whatever. Of course you could do this, but
- 15:13the main reason you don't want to do this mostly comes down to
- 15:16player satisfaction. If you tell the players the
- 15:20answer to the puzzles, always tell them what weakness the
- 15:24enemy has, or say exactly what the MPC's inner thoughts are,
- 15:29then the players have no information to try and pry from
- 15:32the narrative themselves. And if they don't get to figure
- 15:35out the problem themselves, they don't get to feel particularly
- 15:38smart and don't ever really feel satisfied, because the challenge
- 15:43is a big part of the fun. So like, yeah, you could just
- 15:48tell them, oh, this enemy's weak to ice and lightning and it has
- 15:52this much HP, and this is his attack, and his attack uses
- 15:56these dice. Like, you could tell them all
- 15:57that, but then, you know, it's not as satisfying to win the
- 16:02fight. Because part of the part of the
- 16:07assumption about the way RPGs are designed is that not all
- 16:10that information is readily available.
- 16:13I mean, you know, video games, this is true too, right?
- 16:15A lot of games, like Monster Hunter, for example, the
- 16:18monster's health bar is hidden. And the reason for that is
- 16:21'cause it keeps you tense the entire time you're fighting the
- 16:24monster, 'cause you're not entirely sure when it's going to
- 16:26go down. Like you don't know exactly when
- 16:28it's going to die. You get little indicators,
- 16:31right? You get them to a certain point
- 16:32of health and they get hurt and they limp around, but you still
- 16:35don't have any exact numbers. So it's the same kind of idea.
- 16:40If you just tell them everything.
- 16:41It kills a lot of the satisfaction of overcoming the
- 16:44challenge. And also it's really satisfying.
- 16:47And I can, I can vouch for this very recently because we're
- 16:51playing Fabulous Ultima, which is a game that uses basically
- 16:54every enemy. That game has resistances and
- 16:57vulnerabilities like almost no enemies in the game have none.
- 17:03So the players are constantly trying to fish for, OK, what's
- 17:07this guy weak to? And as soon as they find it,
- 17:10everyone immediately gets hyped. They're like, oh, OK, we found
- 17:12what he's weak to, all right, hit him, hit him, hit him,
- 17:14right. Like as soon as they figured out
- 17:15the bear was leaked to lightning, they hammered the
- 17:18shit out of him with lightning damage and that immediately
- 17:20started to swing things in their favor.
- 17:23So like, it's fun to figure it out, you know, Whereas if I just
- 17:26told them, obviously they would still get the mechanical benefit
- 17:30of the double damage, but it's not as fun if you didn't get it
- 17:34figured out yourself then on the other.
- 17:41Let's say I think something funny about that for me as
- 17:44somebody who's played AD and D for a long time and have had
- 17:47countless characters try to figure out vulnerabilities and
- 17:51resistances, only to just realize as I ran the game
- 17:54myself, those don't really exist conventionally in D&D on a large
- 17:59scale that I go, I did what I did what I did with Django,
- 18:02right where I go, OK, well, this one character has a really weird
- 18:05damage type that no one's resistance to.
- 18:08Yes, because. I should.
- 18:10I did that with Goro as well, and I should probably work
- 18:13myself out of that habit because it is.
- 18:15Ultimately, I wouldn't say it's fucking us, but yeah, it's just
- 18:22one of those things. Well, yeah, it's funny because
- 18:23you built a character who specifically ignores that
- 18:26mechanic, and now there are times where it's like, oh, you
- 18:29kind of wish you could use it. Yeah, yeah, I 'cause I
- 18:33literally, I'm like, I ignore the kid because I'm like, no, I
- 18:35just don't want to do that. Yeah, Yeah.
- 18:38Well, because yeah, in 5 E it's like the the mechanic exists,
- 18:45but it's not utilized that much. And a lot of the time, even if
- 18:49an enemy does have a vulnerability or something like
- 18:51that, you're still probably better off just going for more
- 18:54reliable, consistent damage than trying to fish for the
- 18:58vulnerability is because of the way the math tends to work out.
- 19:02You know, like, yeah, you'll do double damage if you find out
- 19:07the enemy's weak to fire, but if you already do force damage,
- 19:10you're probably better off spending three turns doing
- 19:13consistent force damage than trying to trying a bunch of
- 19:16other types of damage to eventually get to fire.
- 19:19You know, yeah. Whereas, and I think part of the
- 19:24reason for that in 5E is because a a lot of enemies just don't
- 19:29have a vulnerability. So, you know, you just don't
- 19:32bother that much. And B, it's not as easy to have
- 19:38a bunch of different types of damage in 5 E, right?
- 19:40Like being able to pick from like, oh, I can do fire damage
- 19:45and I can do poison damage and I can do ice.
- 19:47That's actually kind of hard in that game.
- 19:49Whereas Fabulous, you have all sorts of tools to whip out a ton
- 19:52of different damage types and several of the classes have
- 19:55different options for how they can go about that.
- 19:57And even if you don't, you still have the elemental shards which
- 20:00still let you do like 5 different damage types.
- 20:03Right, you just don't get I think you don't get poison light
- 20:06and dark from those crystals. So it's like and everyone has
- 20:09those. So it's like it's harder to fish
- 20:12for and not as worth it in 5 E and you don't have it as
- 20:16reliably as often. So what ends up happening?
- 20:19You just ignore it unless you know, right.
- 20:23That's the you know, if you're fighting the troll, you're like,
- 20:26well, we need fire damage, right.
- 20:27That's that's the few times it'll come up.
- 20:30You know what's you know what's funny is I think Matt would have
- 20:33been a great person to have on this topic because of his
- 20:36opinions on like, if you're a player and you personally have
- 20:40that information that trolls are weak to fire, you should not act
- 20:44on it. Well, I.
- 20:46Think we could have had some interesting debates with this
- 20:48topic specifically? Well, part of this.
- 20:51It's the flip side to that, right?
- 20:53Yeah, well, part of this, the part of this whole thing is
- 20:55about meta knowledge and meta gaming knowledge and stuff.
- 20:58And it's not really the main crux of it because I don't
- 21:03really have a great answer, but it is something to consider that
- 21:08you have to keep in mind for sure.
- 21:13But talking about the two extremes of the scale here on
- 21:17the other end, your other option is, you know, why not tell them
- 21:22nothing at all, right. So on one hand we have tell them
- 21:24just everything. On the other hand, just tell
- 21:26them nothing at all. This is much more common for GM,
- 21:31especially new ones. They decide they're not going to
- 21:34tell their players Jack shit. Right?
- 21:37They go with the angle of making the players fish or find every
- 21:40bit of information they want and only give them the absolute
- 21:43barely bare minimum that is directly obvious slash in front
- 21:47of the characters. Before I continue, Isaiah, do
- 21:50you know what the word diegetic means?
- 21:54'Cause I couldn't tell you the exact definition of it, but I do
- 21:57understand roughly what the word means.
- 21:58OK, so diegetic, bring on listening to the diegetic means
- 22:04something that exists in the actual world of the medium.
- 22:08So for example. Right, right.
- 22:10They, they talk about this with, with scoring and video games a
- 22:13lot, right? Like Diegetic is if the music is
- 22:15happening in the it's context, right?
- 22:18It just sort of means it's narrative context.
- 22:21The the exact definition is occurring within the context of
- 22:24the story and able to be heard by the characters.
- 22:27So for example, the cantina scene in Star Wars when they
- 22:31first arrive is diegetic music because the band is playing the
- 22:35song in the scene, right? So the music that the audience
- 22:39is hearing, the characters are also hearing.
- 22:42So that's diegetic. That's sweet, sweet jizz.
- 22:46When Luke stands on the dunes and looks out at the two sons
- 22:50and we hear the Force theme, that's non diegetic music.
- 22:53Luke is not hearing that music, but we as the audience do hear
- 22:56that music. That's the difference, right?
- 22:59So in the context of tabletop RPGs, something that's diegetic
- 23:05means it's something the player characters are like interacting
- 23:09and exists within the context of that of their world.
- 23:12If it's non diegetic, it means it's something that the players
- 23:15might know but not necessarily their characters.
- 23:19So the reason I mentioned this, the GM who decides not to tell
- 23:23their any players, basically the decision is any information that
- 23:27is non diegetic to the story, the GM will not give out freely
- 23:31and the players can only find this information in character.
- 23:34So an example would be not telling the players that a troll
- 23:38is weak to fire. And if they do hit the troll
- 23:41with fire, you might narrate the troll reacting in in pain like
- 23:46extra in pain. And if the players don't
- 23:49understand that you're showing them it's a vulnerability to
- 23:52fire, then that's too bad you're not going to tell them because
- 23:56vulnerability mechanics do not exist in the context of the
- 24:00story. So you simply will not say it's
- 24:04vulnerable to fire and takes double damage, right?
- 24:06Because you're trying to do everything diegetically.
- 24:09So you're not going to say it's taking double damage because
- 24:12that's not diegetic to the characters.
- 24:14The problem here, of course, comes down to how the medium of
- 24:17tabletop is played, right? Tabletop RPGs are played in our
- 24:22imaginations in a shared headspace where we convey
- 24:25information back and forth through conversation.
- 24:28There is minimal to no visual information and very little
- 24:32other context that would be there in something like a video
- 24:34game or a movie or show. So this means that
- 24:37miscommunication and misunderstanding is commonplace
- 24:40in tabletop games, so you have to contend with that as AGM.
- 24:45So using the troll example, it might be obvious to you as the
- 24:50GM that you're describing fire vulnerability when the troll
- 24:54gets hit, but another player might think you're saying that
- 24:56the troll was sent into a state of rage because of the fire and
- 25:00thus decides not to use fire again, so they get the complete
- 25:02wrong message. Also worth noting that when you
- 25:08as the GM have information in front of you, it is really easy
- 25:11to assume the players will get what you mean, but they don't
- 25:14have the information you do, so they might assume incorrectly.
- 25:18Much like my players did with the Big Bear, right?
- 25:22Yep. So yeah, it's basically if you
- 25:26tell the players nothing and force them to do everything in
- 25:29character via only diagenic information, you can run into a
- 25:34lot of issues like where effectively they're going to be
- 25:40playing on the back foot. Now, the example I gave of like
- 25:44the players misinterpreting the troll weakness and choosing to
- 25:47not use fire because they think it's actually like a buff for
- 25:50the troll, The GM might think that's fine, right?
- 25:53The GM might be like, well, that's OK if that's how they
- 25:55react, that's how they react. Like that's how I want to run
- 25:57the game. That's fine.
- 26:00But you have to contend with that.
- 26:03You know, you have to keep that in mind.
- 26:04Much like the player, the GM who tells the players everything.
- 26:10They might be OK with the fact that their players aren't quite
- 26:14as satisfied because they're not like discovering stuff as much
- 26:17but on their own, but they might be OK with that.
- 26:21But you still have to contend with it and think about it and
- 26:23keep it in mind. Now, which side do you lean on
- 26:27more than the other probably Like surely you understand that
- 26:31both are are necessary, but which one do you personally
- 26:33think that you? I generally so most of this is
- 26:39the thing too and I'll I'll get to this later.
- 26:41A lot of this is very game specific in terms of like style
- 26:44of game. My default position is I will
- 26:48lean towards the I ain't gonna tell him shit position a little
- 26:54bit more, but I won't I won't go out of my way to obscure the
- 27:01information. So like if the players hit the
- 27:05troll with fire and I describe the troll as like in pain and
- 27:09like clearly bothered by the fire and then a player goes oh
- 27:13he's weak to fire, I will say yes he's weak to fire.
- 27:16Right. Like I let them discover it.
- 27:18I didn't tell them the troll is weak to fire ahead of time.
- 27:20I let them discover it And then once they ask to confirm I will
- 27:24agree I will confirm yes it is right.
- 27:27So I won't immediately give the information, but I'm not overly
- 27:30cagey with the information. Does that make sense?
- 27:34Yes, I so I, we seem to be on opposite sides because I am
- 27:37someone who was more typical to give my players information.
- 27:40So in the, the context of the troll situation, right, I would
- 27:44also describe the troll maybe starts howling, maybe starts
- 27:46panicking specifically like using a very coded word
- 27:49panicking. And after I describe it and you
- 27:53know, the players are on the edge of their seats, you go I, I
- 27:56do this. I love doing this with the IT
- 27:58was more effective than you expected because that every
- 28:02single time gets players like let's fucking go.
- 28:06I mean, I will do that sometimes too.
- 28:08It, it, it depends like you, if it's just like, I don't know, I,
- 28:17I do both, I guess 'cause I will just say like when we're playing
- 28:20Fabio, I will say like, yeah, he took double damage, right.
- 28:22Like I will just say that. So like it kind of basically, I
- 28:27try to be upfront, I'm not delivering the information, but
- 28:33I'm once it's out there, I'm not being overly cagey 'cause I
- 28:36don't generally feel like it's worth it, You know, whereas
- 28:40cause some GMs will respond, will describe the troll thing
- 28:44and then the player will be like, OK, so is he weak to fire?
- 28:47And then the GM will be like, you don't know, I'm just telling
- 28:49you how he just how he reacted, right?
- 28:51I don't really like. Doing that no that I find
- 28:54fucking infuriating. Yeah, I don't really love doing
- 28:57that. It doesn't.
- 28:58I understand the urge to do it, but most of the time I'm like,
- 29:01eh. Or like another great example is
- 29:03is armor class, right? I'm not gonna tell you the armor
- 29:06class, but if y'all are paying attention, you can just figure
- 29:09it out and I'm not gonna go out of my way to hide it, you know
- 29:12what I mean? Like I'm not gonna try, I'm not
- 29:16gonna try and obscure it any extra.
- 29:17I'm just gonna let you math it out.
- 29:20Yes, for me, when it's AC, if I know that the players, you know,
- 29:23it's like, oh, I rolled a 14 that misses, OK, I rolled A-15
- 29:28that hits. OK, I rolled the 16 that hits,
- 29:31then I'll be like, well, OK, so it's a CS15.
- 29:33Because at that point they know, right?
- 29:34Like they have to be actively not paying attention.
- 29:37And I, I don't, I don't, I'm not going to fault somebody for
- 29:39like, you know, having stepped away for a second or were just
- 29:44was distracted, you know what I mean?
- 29:46I'm not going to expect people that they're going to be clocked
- 29:48in 100% of time. So I'll just tell them.
- 29:51Well, the only reason, the only reason I don't usually say is
- 29:54because I think there's a little bit of an element of the fun of
- 30:00the players sharing that information with each other and
- 30:02figuring it out, right. I distinctly remember when we
- 30:04were playing 5 E, almost every time without fail, Sam would
- 30:09get, would figure out the AC because he would be like, 'cause
- 30:12he would track the hits and then, you know, a round or two
- 30:16would go by and he'd go, OK, this is the AC guys, right?
- 30:18And he would tell you. And I think that was an element
- 30:20of fun for Sam to be that person tracking the math.
- 30:24You know what I mean? For sure.
- 30:26So in that context, I just, I just let him, like I could tell
- 30:30him or he could say it, it's, it's the same outcome, but I let
- 30:34the players do it 'cause I think there is that element of like,
- 30:37OK, we figured it out. You know, it also keeps everyone
- 30:41a little like paying attention a little bit more.
- 30:43And it's just like a camaraderie, like teamwork kind
- 30:46of vibe in the same way that playing playing Fabula, you, you
- 30:50track a lot of the enemy's health a lot of the time, right?
- 30:53Like, or at least you'll, I am actively doing like you'll be
- 30:56like we did about this much damage.
- 30:59And then when I say. I keep tallying my damage
- 31:01because I I, I. That one's funny because I
- 31:04understand my role in this party is DPS.
- 31:07I'm playing 14 Samurai. What's your functionality?
- 31:09My. Damage is my functionality.
- 31:11Damage is my function, but you'll, you'll, what you do is
- 31:16you'll be like, OK, I'm tracking the damage.
- 31:18And then when I say the enemy's in crisis, you go, OK, we did
- 31:21this much damage, he went into crisis, he has this much health
- 31:23left, right. Like, and you, you deliver all
- 31:26that information to the group. So yeah, I think it's, I think
- 31:30it's a little bit of an element of fun too, to like let the
- 31:32players kind of take that time and parse it.
- 31:40Yeah. OK, so where was I?
- 31:43All right, so, so now I'm I'm just going to go through a
- 31:52couple of different tips and tricks slash scenarios where
- 32:02scenarios isn't the right word. The context where this kind of
- 32:07thing comes up a lot, I guess is the easiest way to put it.
- 32:10So the the most simple manifestation of this issue is
- 32:16delivering story and plot information, right?
- 32:22Story and plot generally you're going to do pretty diegetically.
- 32:27The characters and the players have as much information as
- 32:31makes sense for them to have in terms of what they have seen and
- 32:36gathered and who they talk to in yada yada.
- 32:40This can change a little bit if you have a mechanic or a
- 32:45narrative reason for players to know more than their characters.
- 32:49So the obvious example that we're using right now, Fabula
- 32:52Ultima has the GM seams, which is very specifically giving
- 32:56information to the players that their characters do not have in
- 33:01a non diegetic fashion, because the GM scene is you're narrating
- 33:07a scene to the players that their characters don't see, only
- 33:13the players do. Now doing it that way, obviously
- 33:19you're going to have to finesse it a little bit more in terms of
- 33:24how much information you want to give up.
- 33:26But you generally want to err on the side of, at least in my
- 33:30opinion, you generally want to err on the side of the players
- 33:33know something is up but don't have a solution to the problem,
- 33:38right? So you might narrate the GM
- 33:42scene and a character who is, you know, the bad guy shows up
- 33:46in the GM scene. So the players know who the bad
- 33:48guy is. But that doesn't mean they can
- 33:51stop their plan, right? They're just like, OK, we know
- 33:55who the per problem is, now we have to figure out how to deal
- 33:58with them. Most games though, most of the
- 34:06time, most games and most GMs generally will tell the players
- 34:10what the the characters logically know in a diegetic
- 34:12fashion. So this won't be that big of an
- 34:16issue in terms of the like the disconnect.
- 34:18But again, it it does, it varies game on game by game.
- 34:22It it really does. And, and I'm experiencing this
- 34:25right now with Lancer, right? Yeah, because you get into a
- 34:28whole different realm of diegetic information when
- 34:31characters have access to the fucking Internet.
- 34:34Yeah, there's a lot of things that I didn't share in
- 34:37hellscapes or, or, or like kinds of topics that I wouldn't
- 34:40typically give them in hellscapes, but I am giving them
- 34:43in Lancer. Because a character who is a
- 34:46computer nerd and spends 90% of her time on the Omni net would
- 34:50probably have come across some weird like information that most
- 34:54people wouldn't know. Right.
- 34:55Like if, if you're someone who is deeply ingrained in the the
- 35:00military industrial complex, you're going to know certain
- 35:03call outs or certain maneuvers or certain mechs or, or ideas
- 35:07that you wouldn't otherwise. A good example of that I think
- 35:12was this was in Hellscapes actually, but this was halfway
- 35:15through our campaign. They had the big bandit war
- 35:18thing, which they technically lost.
- 35:21They beat the they, they, they lost the battle, but won the
- 35:24war. They were, they were pushed off
- 35:25by the the bandits and the military, like actual military
- 35:31faction were like, yeah, so we're engaging A collapsing
- 35:33retreat. You might want to, you know,
- 35:35figure that out. And, you know, you as Josh might
- 35:39not know what the fuck that means.
- 35:41And a lot of players, their characters wouldn't know what
- 35:43the fuck that means. But Brett's character, who was a
- 35:45soldier from that faction would know that a collapsing retreat
- 35:49is you get the fuck out and then bomb where you were just
- 35:51standing so they can't follow you.
- 35:54And if the players are like, oh, so you've been talking about the
- 35:56ground that we're standing on is about to become a crater.
- 35:59OK, good to know. Yeah, I, I will say though, the,
- 36:06the Internet thing you're talking about that is still
- 36:09relatively in the realm of diegetic, mostly because the
- 36:15character is doing the, like surfing the net.
- 36:20The where it will start a shift into the non diegetic realm is
- 36:25where you as the GM are delivering like you as the GM
- 36:32are delivering like extra information.
- 36:35Right, 'cause like it's that thing in the movie scene where
- 36:41the main character or, or like the, the, the hacker guy who
- 36:45works, who works on the main character's team finds out like
- 36:49top secret information from the government or something.
- 36:51And you're like, what the fuck? And it it is diegetic in the
- 36:57sense that he took the time in the scene to get the
- 37:00information, but it feels, it feels like the director, you,
- 37:07it's like you feel the hand of the director delivering the
- 37:10information, right. You do.
- 37:13But I, I think in that situation, kind of what I was
- 37:17saying, right, when a character spends all their time on like
- 37:20the deep web, right? Or that you are like a hacker by
- 37:24profession and especially if you've done like, so I'm
- 37:27thinking of of, of Snubby's character, right.
- 37:30She was a government contracted like hacker Lancer.
- 37:34Yeah. So when it comes to certain
- 37:35factions, I just give her information because I know that
- 37:39her character would likely have been doing some snooping when
- 37:42she absolutely should not have been.
- 37:44Yeah. Yeah.
- 37:45I'll just give her that for free.
- 37:46That's what I'm saying. It does make sense in a diegetic
- 37:48fashion. Like it does make sense that the
- 37:50character could potentially get that information.
- 37:52I'm just saying it, it shifts into the out of character non
- 37:56diegetic realm a little bit because it's, it's almost one of
- 38:02those things where it's like you as the GM are, are hand
- 38:05delivering the information to the character in a weird way
- 38:09because it's it's really specific and it's really
- 38:12valuable information. And it it's you could be like,
- 38:16you know, when did the character have time to look that up?
- 38:19How did they not get in trouble? But you don't really worry about
- 38:21that, right? So it like teeters between the
- 38:23two positions a little bit, a little bit.
- 38:26It's kind of a funny, it's like a funny, it's almost like a
- 38:31third, third position scenario. Like it makes sense in character
- 38:36to a point, but it's it's not a full blown GM scene, but it's
- 38:43like the kind of information you might get from AGM scene too,
- 38:46you know? But no, it is definitely for
- 38:49sure. Anytime you're anytime you have
- 38:51that level of potential information to acquire, it's
- 38:56like, yeah, it it's kind of like that thing to where if you're
- 39:02playing a game like Blades or something and your character
- 39:06goes out and talks to a bunch of people to try and figure out
- 39:10like where the target is or whatever.
- 39:12And they conveniently happened to find the exact person who
- 39:16owes the exact answer to the exact problem.
- 39:18And you're kind of like, you're like, well, it, it is in
- 39:22character and makes sense to a point, but it the information so
- 39:26specific, you're like, it's a little much maybe, but sure,
- 39:29I'll buy it. You know what I mean?
- 39:31Well, so I'll tell you what, we actually had that exact thing
- 39:33happen in Blades for us. I remember this specifically
- 39:36because my character, we, I was, you know, I was, I was the
- 39:39character who was always looking up public records and shit.
- 39:42And I remember the red sashes guy came up to me because I was
- 39:48like, you know, oh, like this one, we were going into the,
- 39:51the, the underground Fight Club, right when, when Astor summoned
- 39:54a bunch of demons, when he committed war crimes.
- 39:58Oh, CIA and I, you were like, oh, you know, this red sash guy
- 40:01comes up to you and gives you some like esoteric information.
- 40:05And I was like, and I know the red sashes are coming after us,
- 40:08right. And you're like, yes, you do.
- 40:09The guy. Cool, cool, cool, cool.
- 40:12Yeah, right. Yeah.
- 40:14It's like it is Digenic. It doesn't make sense.
- 40:16It's in character, but it is like, huh, convenient.
- 40:19Yeah, for sure. But sometimes that's just the
- 40:22best way to do it, right? Like that, that is often like
- 40:26marrying the two together sometimes just makes the most
- 40:28sense. It's just the easiest way.
- 40:33So still staying within the realm of like the general
- 40:38narrative and story of the game, What about dealing with NPCS?
- 40:44So obviously information on MPCS is related to the story, right?
- 40:49Duh. And again, you can handle this
- 40:54in terms of what you, what your characters know about, what your
- 40:58players and their characters know about MPCS.
- 41:02You can handle this in a mostly diegetic fashion, but sometimes
- 41:10you will have to kind of decide if it makes more makes sense to
- 41:13give more than that. And what I mean, the classic
- 41:20example is the insight check in D and D5 E, right?
- 41:25Because. I was hoping you were going to
- 41:27bring this up, 'cause this is something that I was, yeah.
- 41:29'Cause the insight check mechanic is it does exist
- 41:35diegetically in that the player character is, you know,
- 41:40observing the NPC, right? So it does exist in the context
- 41:44of the characters, but you know it, it kind of gives you this
- 41:51out of character level of information.
- 41:56The classic, you know, he's lying situation, right?
- 42:01And now as the GM, if you want to try and push this like 'cause
- 42:06the whole thing where it's like the GM tells you for sure this
- 42:10MPC is lying to you, that is definitely 100% non diegetic
- 42:14because the GM is giving you 100% concrete information that
- 42:19your character could never actually have 100% concretely
- 42:22like that, barring like magic obviously.
- 42:25OK, do you know who is great at this, Cardell?
- 42:32OK. And providing information like
- 42:34this, I'm going to tell you exactly how well I would play
- 42:38with Cardell in person, right? Like our games were held over
- 42:41the Internet, but we'd play in person.
- 42:42And I think he, he solved this perfectly.
- 42:45I'm sorry, I know this is tangible.
- 42:46No, no. Well, it might.
- 42:47I might it might layer over with the next chunk of my Note 2, but
- 42:50keep. Going, going, going.
- 42:52No, no, no, no. It might be better if you say
- 42:54this first. I'm.
- 42:55Thinking well, so I most people can't do this unless you're
- 42:59playing in person. OK, OK, but when characters
- 43:03would like, I mean, people tell us when characters would lie.
- 43:06People do still play in person. I know that's hard to believe.
- 43:09I know, I know he wouldn't tell us when characters would lie but
- 43:12he was really good about giving NPCS lot of tails.
- 43:17Yes so good. Like I there was oh God, who was
- 43:22like 6 years ago, but there was a character where he was like
- 43:27such a smarmy little shit. And he, I remember he lied once
- 43:31and he did like, he did this thing where he like cocked his
- 43:35chin to the side. Like I don't know how I can
- 43:41like, you know, it's like the O thing.
- 43:43But like he would, he would like bring his chin over every time
- 43:47he would say something. And I was like, I thought it was
- 43:51just a behaviour. I thought it was like a quirk of
- 43:52the character. But at one point I said
- 43:55something that spoke to the character, right?
- 43:58Like I, I was like, oh, I have this info.
- 44:00And he was like, I wouldn't know anything about that.
- 44:02And he like turned his head to the side again and I was like.
- 44:06Wait, wait, wait. Ah, OK.
- 44:10Yeah, so he was. He was.
- 44:13Slowly but surely. Have loving the shit out of me,
- 44:18yeah. Yeah, yeah, Yeah, right.
- 44:20Yeah. He was like, she was like
- 44:21training you on the information, which, yeah.
- 44:25So yeah, that is that is what I was.
- 44:27That's basically layers of what I was about to say because what
- 44:30I was going to the next bit I was saying is like, as the GM,
- 44:35you can try to handle to handle the insight check in a diegetic
- 44:40fashion by saying things like, you know, he's sweating
- 44:43profusely. You notice he's tapping his hand
- 44:46nervously, right? Which is essentially what you're
- 44:48saying Cardell is doing. The problem is of course, that
- 44:53all humans have very different body language and those
- 44:56different, those different elements of body language can
- 45:00change, especially when you're talking like across cultures.
- 45:04So when it comes to using a mechanic that the book is saying
- 45:08gives the gives the player direct information, you're
- 45:12almost always better off delivering that information non
- 45:15diagenically and directly to the player so that it is clear and
- 45:19gives the player what they earned.
- 45:21But like you were just saying, there is a way you can kind of
- 45:26thread that needle if you want. But it it, yeah, it's hard and.
- 45:32It is, it's really difficult. And I, I think, you know, to
- 45:35Chris's credit and maybe a little bit discredit, I don't
- 45:38know that he was doing it specifically for me.
- 45:42And I, because I do this where I will give NPC's specific body
- 45:46language and I know that the player can't see them, but I'm
- 45:52doing it in character. Yeah, it helps me stay in
- 45:54character. So it's possible that that was
- 45:56just a tick he had for that character.
- 45:59And it, you know, I, I could be talking out of my ass.
- 46:01This could be the most amazing fortuitous circumstance event.
- 46:05But assume I'm going to give him the benefit of the doubt and say
- 46:07that it wasn't. It was like a tailored thing he
- 46:09was doing, either for himself or for us, and it was really
- 46:12effective. Yeah, it, yeah.
- 46:16I mean, it doesn't matter either if it was 100% planned or not
- 46:19because it worked, right. But yeah, something like the
- 46:23Insight check is, you know, it's it's it's an eternal debate,
- 46:31right? You can hear and listen, go
- 46:33listen to any tabletop podcast or video or anything.
- 46:37It always comes up like it should Insight be a lie
- 46:40detector. How much did you tell him?
- 46:41Right. All that shit, you just got to
- 46:44decide as AGM and with the style of game you're playing, do you
- 46:49care enough to try and make it more complicated or, or are you
- 46:53OK with just letting it deliver the information just as is?
- 46:58And me personally, if the characters have an ability or a
- 47:04mechanic or something like that that gives them information and
- 47:09it says, you know, this information has to be delivered
- 47:13in, you know, this information has to be delivered in such a
- 47:16way that the player knows for sure, then I'm generally going
- 47:19to say just do it. You know what I mean?
- 47:22Let me let me ask you, how do you typically handle inside
- 47:26checks 'cause you you were sort of talking about how you know,
- 47:28should you or should you not? How do you personally?
- 47:29Handle it. I think I mostly just let him be
- 47:32a lied diserger. I mean, I, I'm not, I'm not
- 47:39generally running the kind of game where it being something
- 47:43else is worth the time really, you know what I mean?
- 47:46Like if you're running the, if you're running the Apothecary's
- 47:51Diary RPG and. I play.
- 47:55That characters lying and and finagling with each other and
- 47:58trying to get a better position in the court or whatever.
- 48:02Then the insight check being a lie detector is going to ruin
- 48:05some of the fun. Right, because the the courtly
- 48:09back and forth is the combat as it were, right.
- 48:14So if I'm running that kind of game, then yes, I'm not going to
- 48:17so much allow insight check as lie detector because the game is
- 48:23more is more focused on that. So we're going to spend more
- 48:26time on that. If I'm running the monster, you
- 48:29know, if I'm running the dungeon, fucking monster
- 48:31slapping game. I don't really care if Insight
- 48:35just tells you the goblin's lying, you know, like it's fine.
- 48:39You pass the check. And some games will tell you
- 48:42directly. So like Apocalypse World for
- 48:44example, has a couple abilities where it's like, or a couple of
- 48:48moves where it says the character knows this.
- 48:53The GM must tell you truthfully, right?
- 48:56Like the game explicitly says you have to tell them and in
- 49:02that scenario the game is like do not try to do this as some
- 49:06sort of in character shit. Deliver this as a non diegetic
- 49:09bit of information that they have.
- 49:11End of discussion. Right.
- 49:14So in those scenarios, you know, I defer to what the game wants
- 49:19me to do. And for Apocalypse World, that
- 49:25particular idea of the characters have moves that are
- 49:28just like, GM deliver me this information that makes sense for
- 49:34that game. Because a lot of the time the
- 49:36tension in Apocalypse World is, I know this character's going to
- 49:42screw me over, and now I have to figure out how to deal with it.
- 49:44You know what I mean? Like, if you just don't know
- 49:47what anybody's doing and they're just milling about, then the
- 49:50tension's not as much there. But if you know, oh, Jim is
- 49:53trying to fuck me, I need to make fuck me over.
- 49:56Fuck me over. I need to make, I need to make
- 50:02sure that I'm like out of his way 'cause he's about to cause
- 50:04trouble. Like that is the tension of that
- 50:07game. So yeah, most of the time
- 50:10inside, like I think, I mean, I don't know if you remember, but
- 50:13I think for the Beyond the Gods game, I mostly just let Insight
- 50:16be a lie detector for the most part.
- 50:19Yeah, I mean like recognizing a pattern and knowing your intent,
- 50:23though I just kind of wanted to. Yeah, yeah, for the most part
- 50:26I'm not too worried. I I do try to describe it a
- 50:30little. What I'll do is I will give you,
- 50:35I'll give the player the non diegetic information and then
- 50:39describe why the character knows that in the scene diegetically,
- 50:44right. Like I'll be like, you know,
- 50:45he's lying to you because you know, he's sweating a lot and he
- 50:50keeps grabbing his arm and he, he he's not making eye contact
- 50:53with you. Right, right.
- 50:54Like I'll, I'll, I'll give you the the info and then describe
- 50:58it and make it make sense. Usually because I don't what I
- 51:04don't love is the feeling of make check character suddenly
- 51:09knows information for no discernible reason.
- 51:12I don't love that. So I do try to like, make it
- 51:15make sense in the story somehow, You know what I mean?
- 51:18A. 100% no. My I, I asked my my typical
- 51:21tactic is not a lie detector. It's a you can.
- 51:27Again, they could have in my head, I'd like to think that
- 51:30they could have figured the tells out if we were in person,
- 51:33but I will just at that point tell them what that character's
- 51:35tells are. So if a character taps their
- 51:37fingers and you're starting to get them on the back foot, they
- 51:40might tap faster or stop tapping, or maybe they are
- 51:44sweating or they're they're clenching their teeth or flaring
- 51:48their nostrils, anything like that.
- 51:50Yeah, yeah, Another way to deal with it.
- 51:53I mean, you. Yeah.
- 51:57This is one of those funny ones. I don't think anyone's ever
- 51:59going to really have an answer. Ultimately, it just depends on
- 52:03how you want to handle it. It also.
- 52:07It depends on the medium in which you're playing, right?
- 52:09If you're at a table, you can do so much more than you could
- 52:12online. Yeah, actual physical body
- 52:14language, you could do a lot of potential weirdness for sure.
- 52:21And now we have the one that I probably have the least to say
- 52:26or do anything with which dealing with puzzles and how
- 52:31much information to give or not give on puzzles.
- 52:33So puzzles are probably the most divisive element of RPGs in
- 52:40terms of how much information should the players have or not,
- 52:44right? Usually the ways the way most
- 52:48people do go about it, I think is that the puzzle gets
- 52:53introduced to everyone you know in character and then everyone
- 52:59immediately goes out of character and begins to solve
- 53:03the puzzle in a non diegetic fashion.
- 53:06And then once the solution is found, everyone switches back
- 53:08into character and then describes themselves doing it in
- 53:11a diegetic fashion, right. That's usually how the puzzle
- 53:15situation goes. Most of the time people are fine
- 53:21doing it that way, you know, like solve the solve the thing
- 53:27in in in person, in as a player and then just, you know,
- 53:31describe your character doing it.
- 53:33Usually no biggie. And some people actually think
- 53:37that's fun, especially if you're playing in person and you can
- 53:40hand out physical toys or something that are related to
- 53:44the puzzle, you know, pieces of paper that have symbols on them
- 53:46or say it like that. Oh.
- 53:47The piece of peripherals. Yeah, so that can be fun.
- 53:51The problem though, that often comes up, you always have the
- 53:57one character or the one player who's probably playing something
- 54:01like a wizard and says, well, my character's a lot smarter than
- 54:06me, what can they figure this out or, or what can they figure
- 54:10out for this puzzle and to this problem, I do not have a good
- 54:17solution. Some people will say the
- 54:23character should be able to just to just give the player some
- 54:27degree of a solution. Like yes, you're playing the
- 54:32wizard, so the GM will just tell the wizard player like XY and Z
- 54:36information. But then other people will say
- 54:40that defeats the entire point of having a puzzle in your game at
- 54:43all. So the best I can usually say
- 54:48about it is give that wizard player some kind of a hint or a
- 54:54nudge that pushes them in the right direction.
- 54:56And that generally makes the player happy that their in
- 54:59character choice was recognized. You know, because ultimately the
- 55:04reason it that this usually comes up is because someone's
- 55:07playing the wizard character. They want the game and the game
- 55:12master to acknowledge the fact that they're playing a wizard,
- 55:15right? That feels good 'cause you made
- 55:16a choice about which class you're playing.
- 55:18So it feels good if that's acknowledged.
- 55:21So I generally say, you know, give them a little hint, give
- 55:24them a little extra information as the wizard character, and
- 55:28then they're usually happy. Don't necessarily solve it for
- 55:31them though, 'cause I feel like that definitely is kind of
- 55:35defeating the point, you know? Absolutely.
- 55:38Yeah. And hi, hello.
- 55:39To me, I'm usually the wizard player or at least playing the
- 55:43character with the 20 HP or 20 intelligence, even though I know
- 55:45it's arguably the worst stat in the game.
- 55:50But yeah, no, I typically I just want hints like, you know, if if
- 55:55you're looking at like AI don't know some sort of like logic
- 55:59puzzle, you can tell me you're like, oh, it's about
- 56:03permutations and computations. And I go, oh, OK, so I know how
- 56:06to, I know what direction to think about this.
- 56:08Yeah, you can start moving in a direction.
- 56:10Yeah, it's the same. It's the same thing as like when
- 56:13you're playing a video game like Balder's Gate 3, right?
- 56:16Like an RPG of that nature. You're playing Mass Effect, and
- 56:19then the game acknowledges one of the character creation
- 56:22choices you made. Like the game acknowledges
- 56:24you're playing a Bard, or the game acknowledges that you're
- 56:28you're the shepherd you chose is from Earth, right?
- 56:30Used to live on Earth like that. You know, the game like paying
- 56:36attention to your choice. Even if it's a little stupid
- 56:38thing like an extra line of dialogue that you wouldn't have
- 56:41gotten otherwise, it still makes you happy.
- 56:43You know what I mean? Oh, I live for that shit.
- 56:46Yeah, Like even in like Final Fantasy 14, which is an MMO and
- 56:51has absolutely no, like, you can't control them.
- 56:54You can't affect the narrative in any fashion.
- 56:56But every once in a while, the game will acknowledge something
- 56:59about your character. So like, there's certain quests
- 57:02where if you're playing a healer, the game will, you know,
- 57:06mention the fact like some a character will say in dialogue,
- 57:09like, oh, I know you're a healer, but we need you to do
- 57:11something else right now. You know, like they'll point out
- 57:14that fact. Or like another good example is
- 57:18there's an event that happens. I, I won't get too specific
- 57:20cause spoilers, but there's a thing that happens in
- 57:23Shadowbringers where a character shows up.
- 57:25And if you did the quest chain where you met that character and
- 57:30actually did that, you know, would know who that is, You get
- 57:34an extra dialogue option that you can call out their name and
- 57:36say who it is. If you didn't do that quest
- 57:38chain, you don't have that little dialogue option.
- 57:40So it's, it's literally just, it's like that kind of a thing,
- 57:44that little bit of acknowledgement, just it goes a
- 57:46long way. Absolutely.
- 57:52Then from puzzles we go to the the big doozy.
- 57:56I think, I feel, in my opinion, combat, right?
- 58:01I feel like combat is, is the most common, the most common
- 58:06element of constant back and forth between player and GM
- 58:09information is the combat. Assuming your game is combat
- 58:13focus, obviously substitute combat for whatever the main
- 58:17focus of your game is, right? In D&D it's combat, but if
- 58:20you're playing like Burning Wheel it might not be.
- 58:23But whatever the like that main central pillar mechanic is or
- 58:29central pillar thing that you do in the game, this is where
- 58:35combat is generally where you get the accusations of
- 58:37metagaming and arguments between players that can crop up because
- 58:41of the classic. Well, your character wouldn't
- 58:44know that line, right? The your character wouldn't know
- 58:47the trolls week to fire. Generally this kind of thing
- 58:55ends up being up to the GM on a very case by case basis of how
- 59:00much will information you're willing to give up.
- 59:03Some GMs will just tell the players the DC of every check
- 59:08and the AC of every monster with no questions and not care.
- 59:12Others won't tell the players necessarily, but they won't go
- 59:17out of the way to obscure the information either.
- 59:19And then others still will do everything in their power to
- 59:22keep that information as hidden as humanly possible.
- 59:26So it's, it's a, it's very much a spectrum of how you can handle
- 59:30this one. And again, it's where, it's
- 59:36where a lot of the arguments are going to come up.
- 59:38So to break it into like I, I broke up the combat thing to
- 59:43like 3 main chunks. So when you're when it comes to
- 59:48like stats, right, this is, this is a very common one, the stats
- 59:52of the enemy, stuff like AC and HP, right?
- 59:56Or whatever the equivalent in your game is.
- 1:00:00You know, most GMs will lean in the direction of not saying
- 1:00:05these things out, right, right. Most GMs will not say the boss
- 1:00:07has 200HP, but you know, in effort, Oh, I should say each of
- 1:00:15these bullet points, I've kind I'm, I'm, I'm giving each of
- 1:00:18these chunks, I'm giving kind of the pros and cons of the two
- 1:00:21sides. If you want your game to be like
- 1:00:26a little more relaxed and not necessarily a test of the
- 1:00:30players or a test for the players, then telling the
- 1:00:34players how much, how much HP the the enemy has, how much AC
- 1:00:38they have, you know how many spell slots they have left.
- 1:00:41Telling them stuff like that can make things a little easier and
- 1:00:44offload the amount of info you as the GM are keeping straight
- 1:00:48in your head and just make it transparent to the players that
- 1:00:52will, you know, will make your game a little more like casual,
- 1:00:55you know, a little more chill. Obviously the the con here being
- 1:01:02you lose out on, you know, the air of mystery, the feeling of
- 1:01:06discovery, the reward of solving the combat puzzle, right.
- 1:01:09The thing I was saying in in the beginning of that satisfaction
- 1:01:14of figuring out, you know, you kind of miss out on that.
- 1:01:17Obviously on the other side, the other extreme of giving, hiding
- 1:01:21the information as much as possible, you can have the
- 1:01:25satisfaction, but you can also very much have frustration.
- 1:01:31So, and you know, if you are saying, if you say to your
- 1:01:37players, this campaign's going to be a little more like
- 1:01:40hardcore, I'm going to make things more difficult than the
- 1:01:43idea of playing a lot more information closer to the chest
- 1:01:47is an acceptable thing if everyone agreed to it.
- 1:01:51But when the players get pissed off because they can't figure
- 1:01:54out how to, you know, turn off the boss's invulnerability
- 1:01:57armor, then you know, you got to sit with that frustration and
- 1:02:02accept it because that's what you're that's what you told
- 1:02:05them, and that's what you agreed to, right?
- 1:02:09To a point, yeah. I mean, I think.
- 1:02:11To a point. Always to a point.
- 1:02:12There, because there there is this sort of I've seen this
- 1:02:15opinion before, especially when it comes to things not exactly a
- 1:02:18hardcore mode, but like you know, like I told this, I told
- 1:02:21my players I wasn't going to hold their hand and they can't
- 1:02:24figure it out and they got mad at me because I wouldn't give
- 1:02:27them any hints. I I think as AGM when,
- 1:02:32especially when it comes to information transferral, you
- 1:02:35always need to have a point of compromise.
- 1:02:40I think this is very important. Like it can be a far point, but
- 1:02:45I've, I've definitely seen people just be like, no, I told
- 1:02:48them this thing and I'm not going to do it.
- 1:02:49It's like, all right, but you are creating a less enjoyable
- 1:02:56product overall, not even a product.
- 1:02:59You're you're creating a less enjoyable atmosphere to hold
- 1:03:05true to a value that you clearly have.
- 1:03:07I don't want to say failed, but like misjudged on some level.
- 1:03:14So always be willing to compromise.
- 1:03:16But you know, you can set your, your that level.
- 1:03:19It's a sliding scale. You can set it wherever you
- 1:03:21want. Make sure you have it.
- 1:03:24Yeah, it's a sliding scale. And I think, I think ultimately
- 1:03:27what you're kind of saying is be willing to slide it back, right?
- 1:03:33Be willing to slide it forward and back.
- 1:03:35Yes, you you absolutely need to be willing to adjust it on the
- 1:03:39fly. Absolutely.
- 1:03:41Yeah, and there is, Yeah. Because at a certain point, even
- 1:03:45if you do want to do the hardcore game and all the
- 1:03:47players agreed, there might still come kind of a breaking
- 1:03:50point where it's like, all right, fuck, we just now we're
- 1:03:52just getting to the point of this is miserable and annoying.
- 1:03:55Like can we just can we figure something out here?
- 1:03:57And that's kind of the RIP cord pull to a certain degree, but it
- 1:04:00doesn't necessarily have to be a full blown pull the RIP cord.
- 1:04:03It could just be, you know, the GM going all right, let me let
- 1:04:07me adjust a little bit. Let me I'll tell you this bit of
- 1:04:10information or something like that.
- 1:04:17Next little other big chunk of such other big thing you might
- 1:04:21want to or not might want to, but might be dealing with in
- 1:04:24terms of combat information is what we were talking about last
- 1:04:29week. Secondary objectives, right?
- 1:04:33When you're dealing with something like a secondary
- 1:04:35objective, you can of course just tell the players outright
- 1:04:38what the objective is, right? You have to break the thing or
- 1:04:41you have to survive a number of rounds, or you can hint at what
- 1:04:45the objective is without saying it outright.
- 1:04:50The pros and cons here being pretty similar to the previous
- 1:04:55one when we're talking about stats where the key difference
- 1:05:00being if the players can't figure out what they need to do
- 1:05:04for the secondary objective, that could potentially bring the
- 1:05:08game to a grinding halt, right? If the if the secondary
- 1:05:15objective, if they're fighting a lich who has a, you know,
- 1:05:18invulnerable shield around him and the secondary objective is
- 1:05:21that they need to go to the four corners of the room and like
- 1:05:24deactivate the magic runes in the lair.
- 1:05:28If they don't realize that everything will come to a
- 1:05:30screeching halt because they can't hurt the lich.
- 1:05:33So that can be a pretty big con if you hold back too much
- 1:05:39information, right? Conversely though, if you tell
- 1:05:43them exactly what they need to do, they might just blast
- 1:05:46through the fight and make it way easier than you intended.
- 1:05:49Right, If you were expecting the lich to be invulnerable for like
- 1:05:533 rounds and be able to output some damage without taking any
- 1:05:58damage for three rounds, and then the players just solve the
- 1:06:01puzzle in one round, the fight's probably going to be a lot
- 1:06:04easier than you were planning on it being.
- 1:06:07And that might be a little lame and disappointing, especially if
- 1:06:09the lich is supposed to be like an end of adventure boss, right.
- 1:06:15So it's kind of a it's, it's similar to the stats information
- 1:06:20in terms of like, you know, the, the mystery and the, the puzzle
- 1:06:23solving and the, the discovery feeling and all that.
- 1:06:25But also be careful because the objective can just potentially
- 1:06:32ruin things if you don't dance around at the right amount.
- 1:06:37Speaking of experience on this one, Oh yeah, I mean, not you.
- 1:06:42I mean, I am too. Yeah, I've definitely done this.
- 1:06:44A similar thing. I, I think every GM has done
- 1:06:46that where they're like, oh, I'm going to make them, you know,
- 1:06:50the fight is going to involve doing something other than just
- 1:06:53hitting the boss. And then the players don't
- 1:06:56figure it out and you're like, oh.
- 1:06:59That's kind of a good point. Beat their ass like.
- 1:07:02Every GM has done this, and if you say you have it, you're
- 1:07:05lying. Probably, yeah, 'cause it's like
- 1:07:13it's also comes back to that thing where when you have an
- 1:07:15idea in your head, right, you're like, oh, this'll make sense,
- 1:07:19right, I'll describe the runes on the wall in the four quarters
- 1:07:22or whatever, blah, blah, blah. Like yeah, yeah, this, this'll
- 1:07:24make sense. And then you describe it to the
- 1:07:26players and for whatever reason to them, it's not quite as clear
- 1:07:29as it was in your mind. And then they're confused.
- 1:07:34And usually if they, if they get confused and make no progress
- 1:07:38for a while, like let's say it's 3 rounds and they did, they
- 1:07:42weren't able to make any progress.
- 1:07:44That's probably like an hour and a half in real life of time.
- 1:07:48They're probably going to get frustrated, and as they're
- 1:07:51getting frustrated, they're probably less likely to solve
- 1:07:55the puzzle. Yeah, they'll just start
- 1:07:57engaging with it less and less. Yeah.
- 1:07:59Like as you get more frustrated, your chance of figuring it out
- 1:08:03decreases. It does not increase.
- 1:08:05So you definitely got to watch out for tipping too far.
- 1:08:11Like the secondary objective thing I think is when you're
- 1:08:14dealing with combat, is the thing that you want a teeter in
- 1:08:19the middle as much as humanly like teeter in the middle more
- 1:08:23than a lot of even the other points I've made, because it can
- 1:08:27get really out of whack if it goes too far one way or the
- 1:08:29other. Extremely.
- 1:08:32Yeah. And again, and like I was just
- 1:08:36saying with the bear thing, right, I thought describing the
- 1:08:39bear using the water from the stream nearby would be a clear
- 1:08:43indicator, but my players did not agree, you know?
- 1:08:48And so that situation, I was like, ah, shit.
- 1:08:54Yeah, GM instructions unclear. Dick caught in toaster.
- 1:08:56Yeah, right. You don't want to catch your
- 1:08:58player's Dick in a toaster. That's unfortunate.
- 1:09:01It's. Bad, not fun.
- 1:09:03Even if they don't have a Dick, you still don't want them to get
- 1:09:05a caught in a toaster. And then of course, the last
- 1:09:16really big one that you have to deal with when it comes to
- 1:09:19combat and this this one comes up a lot, a lot I feel like is
- 1:09:24enemy strengths and weaknesses, right?
- 1:09:30And I think the best way to decide how you're going to
- 1:09:34handle this particular element of, you know, players fighting
- 1:09:39monsters or whatever is really decide based on your style of
- 1:09:44game. Because if you're playing like
- 1:09:49the Men in Black or Witcher style game where you have to
- 1:09:52figure out what the monster is doing so that you can stop them,
- 1:09:57then you generally want to make the players really work for it
- 1:10:02in character, you know, diagetically to get the
- 1:10:06information they need to stop the enemy.
- 1:10:08Because that is the, you know, that's the style of game, That's
- 1:10:15the theme you're going for. If you're playing the Witchers,
- 1:10:17then you want to have that moment of like, I know it's,
- 1:10:20it's a necrophage, so I need necrophage oil, right?
- 1:10:23Like that's part of the fun. If your game is a little more in
- 1:10:29the realm of like an epic quest narrative of great heroes
- 1:10:32traveling from one point to the other or something like that,
- 1:10:35being a little more upfront with the strengths and weaknesses of
- 1:10:38monsters can help to keep the pace moving and not slow things
- 1:10:43down with enemy encounters. Because it's the whole point of
- 1:10:45the game is like, ah, we're traveling to Mordor.
- 1:10:48And then you get stuck on a, on fighting some goobers for like 3
- 1:10:53hours that can kind of kill the we're going on a traveling like
- 1:10:58journey vibe, right? Like the pace of it.
- 1:11:02So in that scenario, the players encounter the goblins, maybe
- 1:11:06they fight for a round or two and then use the GM just kind of
- 1:11:08tell them like, oh, they're weak to this or whatever the rules of
- 1:11:13your game, like whatever game you're playing, your game of
- 1:11:16choice will also probably help you to make a decision on where
- 1:11:20to sit on this particular pendulum, because a very combat
- 1:11:26heavy game will probably expect the players to fish for
- 1:11:30information to give them an edge, right?
- 1:11:33And the and the game probably will even give the players the
- 1:11:37abilities to do so. Thus you as the GM don't need to
- 1:11:42hand that information out. A good example in Fabula there's
- 1:11:47quite a few mechanics that the players can use like as like
- 1:11:51abilities that tell them like the stats and information on a
- 1:11:56monster. So me as the GMI don't want to
- 1:12:01just readily hand that out every time they engage a new monster
- 1:12:04because that totally invalidates those abilities.
- 1:12:07And we have one player who is playing a floralist and one of
- 1:12:10the one of the flowers she chose is explicitly for doing that.
- 1:12:15So if I just started giving that information out, I would just
- 1:12:17completely invalidate her ability choice and just make it
- 1:12:21a complete waste, which is obviously not what you want to
- 1:12:25do. But on the flip side though, if
- 1:12:33you're playing a game that's really like social intrigue
- 1:12:35heavy, the game could expect you as the GM very explicitly to
- 1:12:41inform the players of specific details.
- 1:12:44Especially if it's something like a courtly drama where the
- 1:12:47players don't know the rules, but their characters definitely
- 1:12:52would know the rules. So you have to tell them in a
- 1:12:55very straightforward fashion because otherwise you don't
- 1:12:57really have a game. So going back to the again,
- 1:13:01going back to the Apothecary's Diaries example, if you're
- 1:13:04playing the Apothecary's Diaries Apothecary Diaries tabletop
- 1:13:08game, you probably have to explain to your players how the
- 1:13:13like hierarchy works in the rear palace, because their characters
- 1:13:19would know that. And if they start playing and
- 1:13:23their characters commit a bunch of faux pas, the game is just
- 1:13:26going to end instantaneously because their character will
- 1:13:30just get like thrown in jail or executed because they did
- 1:13:32something wrong that they didn't realize they weren't supposed to
- 1:13:34do right. So there's a.
- 1:13:35Degree of information flirt with the headquarters on that's a.
- 1:13:38Yeah. So like there's a degree of
- 1:13:40upfront information that the players are going to need to be
- 1:13:44able to like, play correctly. So yeah.
- 1:13:49And that's again, it's that dance of what kind of
- 1:13:57information do they need to function and what kind of
- 1:13:58information does the game expects them to fish for that
- 1:14:02will help you in that will help you decide on delivering the
- 1:14:07information in terms of enemy strengths and weaknesses.
- 1:14:11And again, when I important point, when I say enemy, enemy
- 1:14:15just means someone opposing you, right?
- 1:14:16In the courtly intrigue game, the enemy is just that other
- 1:14:20bitch I don't like down the street, Right.
- 1:14:27So yeah, style of game. And then literally the mechanics
- 1:14:30of the game are how you want to kind of balance it out.
- 1:14:33And then, you know, at some point, if you decide to just
- 1:14:39override the game and be like, well, I know we said we're
- 1:14:42playing this style of game and we're playing this RPG.
- 1:14:45But for this session, we're just going to like ignore some of
- 1:14:48that just to just to move past this bit and speed up 'cause you
- 1:14:51know, I don't. We were doing this bit about
- 1:14:54like finding this werewolf in the forest, but it's, it's going
- 1:14:57on too long. It's getting annoying.
- 1:14:58So I'm just gonna like speed up some of the information, tell
- 1:15:00you how to find the werewolf and tell you what he's weak to and
- 1:15:02be done with it. You know what I mean?
- 1:15:04There can also be that element to it.
- 1:15:05I don't anything you add. No, no, I mean, I'm, I you're
- 1:15:12watching the same page. Yeah.
- 1:15:18Trailer thought Trailer thought Choo Choo Choo Choo go bye bye
- 1:15:22oh. No.
- 1:15:26Yeah, it's it's basically to summarize, that's the last
- 1:15:35point. That was that was my last major
- 1:15:37bullet. To summarize the whole episode
- 1:15:41in general, ultimately the decision or decisions, really
- 1:15:50it's more than one, the decisions of how much to tell
- 1:15:56the players versus what to not tell them.
- 1:16:00Basically, you want to constantly be updating and stay
- 1:16:03on your toes, right? You want to make sure you're
- 1:16:07constantly going back and checking and like, OK, I said
- 1:16:09we're going to do this, but in this scenario, it's probably
- 1:16:11better if I do that. And just keep keep that in the
- 1:16:15back of your mind. And ultimately, if the game is
- 1:16:20coming to a point where the the method that you're using,
- 1:16:26whether it be handing out too much information or not enough,
- 1:16:30is starting to make things boring or annoying, then just
- 1:16:33pull the RIP cord, flip to the other side, and then once the
- 1:16:37session's over, you know, reassess what you might want to
- 1:16:41do, right? Because ultimately having
- 1:16:53annoyed players or bored players.
- 1:16:57Shit sucks, it sucks and sucks big donkey Dicks.
- 1:17:02It's not something you can ignore, right?
- 1:17:04You don't just have bored players like the second players
- 1:17:09stop engaging, you know, and you feel it and it's soul.
- 1:17:13Crushing. Yeah, I I was talking to
- 1:17:17somebody about this. I feel like it's almost
- 1:17:19impossible to not notice when you've hit that point where the
- 1:17:25game is just no momentum. Everyone's bored, nobody's
- 1:17:29having it. Like I feel like it's really
- 1:17:31hard not to notice as a GM. You know, no, you have to be
- 1:17:34actively pretending it's not happening to not see it.
- 1:17:38Pretending, pretending or just really not giving a shit and
- 1:17:41being like intentionally oblivious almost.
- 1:17:44Yeah, yeah, you're doing that. There's no way they wouldn't
- 1:17:47like my game. Yeah.
- 1:17:48Yeah, yeah, it's yeah, yeah. It's just, it's, it's, it's kind
- 1:17:59of funny because I feel like on a Mac on a, on a micro scale,
- 1:18:04it's the, you know, your, your character wouldn't know the
- 1:18:08troll is weak to fire, right? That's the micro version.
- 1:18:11But on a macro scale, it's the like, no, your play, your
- 1:18:15characters can't have that information.
- 1:18:19And the players are like, well, we don't know what else to do at
- 1:18:22this point. And you're like, tough.
- 1:18:26It's yeah, that's, that's a level of just like 0
- 1:18:32self-awareness that I, I know must exist, but doubly exist.
- 1:18:36You must want to be like, surely not.
- 1:18:37Surely you'd get it? I'm not really making any kind
- 1:18:40of point. I just, I just, it's just funny
- 1:18:43because I see it happen in degrees and I'm just like, God
- 1:18:48damn it. All right, That is, that has
- 1:18:55been us. I never, I never know how to
- 1:18:56round out my my point completely.
- 1:18:58I need to start like making a writing a conclusion paragraph
- 1:19:02or something. It is always kind of hard, like
- 1:19:06there's a reason why the OSP crew are just like, oh bye.
- 1:19:08Yeah, yeah, it really yeah. Because like you, you, you
- 1:19:11expound all the thoughts. You're like, OK, it it's
- 1:19:15literally it's the same thing like when you're in school and
- 1:19:16you were writing the essay and you know, you did all the blah
- 1:19:18blah, blah, blah, and you're like, oh fuck, I got to write
- 1:19:20the conclusion. You know, like it's the same
- 1:19:26energy. Anyway, that is this has been
- 1:19:30us. If you like what you heard,
- 1:19:33follower, subscribe. Yeah, yeah.
- 1:19:40Yeah, all right. Peace, motherfuckers.