Effect of knowing the Town Creation rules for players

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lumpley:
I always give new players a quick rundown, like this:

"Okay, here's what the Faith says about problems in a community. It says that Pride leads to sin, sin lets the demons into the community, the demons will try to create corrupt worship, and if corrupt worship takes hold, the corrupt priest is a sorcerer. Since the purpose of the demons is to destroy the Faithful, sorcery almost always means murder."

I think that it's important to orient the players at least that much.

I've run the game for pretty experienced Dogs GMs, too, and their knowing the rules didn't hurt play a bit.

-Vincent

Joel P. Shempert:
What Vincent's saying, that's pretty much what I was talking about. Doesn't have to be elaborate or comprehensive, just a general heads-up about the pregression the Dogs are looking for.

That said, you've got an interesting thing going here:

Quote from: Falc on March 16, 2009, 02:32:14 AM

Hmmm. You make a good and interesting point. However, in a way it has made me even more reluctant to let people read that section of the book, because I think this knowledge is better presented from an in-game perspective.

In other words, I want my players to read the text that Brother Michael, learned scholar and expert on demons, wrote 75 years ago, after he retired from his illustrious career as a Dog to teach in Bridal Falls. Not the text that Vincent Baker wrote to all the DitV GMs. Maybe it's a silly thing to get hung up about, but I think leaving the exact details of the town creation unknown is better for the play environment.


So far we've been talking about conveying certain information, but how the information is presented is another matter! I'd say if you want to whip up a text by "brother Michael" as a prop to teach the progression, go for it! Sounds awesome. Any approach is valid so long as the players are informed, somehow, of their role in the game.

Peace,
-Joel

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