tag:blogger.com,1999:blog-2600947515654238699.post918013258242936020..comments2024-03-09T19:23:22.482-03:00Comments on The RPGPundit: 10th Anniversary Classic Rant: The RPGPundit's "The Goggles do Nothing Law"RPGPundithttp://www.blogger.com/profile/17267330191433119298noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2600947515654238699.post-31271663386024400042015-08-31T20:27:39.759-04:002015-08-31T20:27:39.759-04:00I seldom say NO to my players. if only because it...I seldom say NO to my players. if only because it doesn't get the point across like "don't be fucking stupid"<br />remialhttps://www.blogger.com/profile/07577791288500432068noreply@blogger.comtag:blogger.com,1999:blog-2600947515654238699.post-84193689296634191562015-08-31T15:11:58.498-04:002015-08-31T15:11:58.498-04:00I call this the "There's no left tunnel&q...I call this the "There's no left tunnel" law. New or inattentive players frequently miss key details and try actions which are logically impossible. My formulation of the law refers to spatial relations because that's where most errors and glitches of imagination happen.Anonymoushttps://www.blogger.com/profile/12486608340047517713noreply@blogger.comtag:blogger.com,1999:blog-2600947515654238699.post-84978737962883749792015-08-31T11:52:59.568-04:002015-08-31T11:52:59.568-04:00No! The part you got wrong here is the "unbek...No! The part you got wrong here is the "unbeknownst to the players" part. Because in fact your description is of something that is not just unbeknownst to the players but UNBEKNOWNST TO THE CHARACTERS. That's the important part. <br />So in that case, the GM shouldn't stop them from trying this plan. What I'm saying above is that the GM is the extension of the PCs' senses. So when there's a situation that ought to be apparent immediately to the characters, in the world, as non viable, that's when the GM should step in and say that it just doesn't work. Because clearly one of two things has happened: either the GM in some way failed to accurately present the situation,. and the players are operating under the wrong impression of what their characters should be seeing or hearing or what knowledge they should already have; or the players have just been too dumb to understand the impossibility of something that was clearly explained to them. So, unless the player is intentionally playing dumb because his PC is an imbecile, there's no good reason why they should engage with something that ought to be obviously impossible to the characters in the world.RPGPundithttps://www.blogger.com/profile/17267330191433119298noreply@blogger.comtag:blogger.com,1999:blog-2600947515654238699.post-60358901124428391852015-08-31T02:22:33.824-04:002015-08-31T02:22:33.824-04:00So... am I misunderstanding? A Player presents an ...So... am I misunderstanding? A Player presents an idea to tunnel into the bank vault and steal the money... but you, the GM, know that plan won't succeed because, unbeknownst to the Players there is a foot of steel plate under the vault floor. Therefore the GM should announce, "You're plan will not succeed!"... rather then letting them try and fail? <br />That instead it should be a guessing game where they name a plan and wait for the GM to pronounce it good or bad before proceeding? <br />Surely I'm missing some subtle nuance here... Timmy Crabcakeshttps://www.blogger.com/profile/14737954661234574830noreply@blogger.com