Re: [D&D 3.5] A world without its creator

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dindenver:
Hi!
  Slow reveal works in fiction, because the writer can add an "exposition character" either a no-it-all that won't show up or a dimwit that can't stop asking questions all the other chars know the answer to.
  I think this technique is problematic at best for RPGs. As you won't have any guarantee that such a character will exist. Meaning the PCs may not want (or potentially be able to) to fill either of those roles and casting GMPCs in that role can be problematic.
  Ideally the theme of the campaign needs to be laid out, but maybe in a more natural/casual style so that questions can be asked, etc. The reality is, he probably had a bunch more he would like to share, but wasn't sure what lvl of detail you guys would want. I imagined if he could get a Q&A going instead, it would have been a little more fun...

Danny_K:
I wonder if your response is common -- I've had the same thing, a response curve that flares upward, hovers for a minute or two, then drops below the baseline and stays there.  I think there's a sweet spot that comes pretty quickly after the intial premise is expressed, where the imagination is powerfully stimulated.  "A world without its creator?  Cool!"  After a couple minutes, you see all the possibilities getting closed off, and then it's just listening to somebody read their notes. 

I suppose this is why play-before-play is so deadly.

David B. Goode:
Yeah,Din, but they do it all the time in crpgs - or does that work better in that format than table-top rpgs?

dindenver:
Hi!
  Its Dave. And of course it would work better in CRPGs, this is another format that allows for the developers to script events and tack on characters without garnering undue attention.
  Where as, if the GM suddenly has a GMPC floating around the group being a know-it-all or asking dumb questions from the NPCs the group encounters, then that creates a situation where the GMs motives are questioned.
 Don't get me wrong, I think in many ways a slow reveal is one of the best ways to immerse the players into a deeper setting. But, I think to blindly crib techniques from other media without stopping and thinking how applicable it will be in a role-playing setting, could invite disaster.
  I think settings like Nobilis, where the setting is deep, but the PCs are not necessarily expected to be well versed in the "real setting" of the game world, creates a situation where role playing is not impacted by a player's familiarity (or lack there of) with a setting.
 And of course, creating an exposition character might be perfectly viable, as long as the GM states clearly, this guy will hang around and work with the group to explain the setting as we go. And then there is always the technique of the GM just laying info out there if it is something that one or more PCs would intuitively know. (e.g., "the guy following the group has a tattoo of a red serpent on his forearm. Based on his skill/trait/background, Fred's character would know this is the sign of a known drugs gang in the area").
  In the end, its probably best not to use any one technique too heavily, but to use a lighter mix of several techniques.

David B. Goode:
Dave,

I think you and I actually agree on this. Slow reveal is a great tool in the GM tool-box. It can't always be used, however using it, or any other technique we can borrow from other forms of media does not necessarily equate to "blindly cribbing".

Having an npc around asking stupid questions wasn't really what I had in mind. What I was trying to get across was what I believe you also have touched on. Sometimes you can slowly reveal history, culture, and wonders without having to throw everything out to the players at the start of the game. What I was trying to express was that, while in the beginning the GM certainly needs to give your players a sense of "feel" for the world. The GM may have more info in his introduction than he needs (the topic was one of long-winded GM intros). The info not necessary for the players to grasp the world can be saved and revealed as the story unfolds. This not only saves time and lets you get into the action faster, it gives the GM hooks and interesting facts to share down the road.

The technique has worked in crpgs, but also in novels, comics, tv shows, movies - every form of story media. And it works in rpgs.

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