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 Post subject: Re: Episode 25: Secrets and Starting Games
PostPosted: Wed Jul 01, 2009 3:30 pm 
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Location: inside your mom's vagina
yeah i liked kraken's second point, as stated in above post. it's happened to me before. It's happened to a lot of gm's.


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 Post subject: Re: Episode 25: Secrets and Starting Games
PostPosted: Wed Jul 01, 2009 9:02 pm 
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Joined: Wed May 27, 2009 2:52 pm
Posts: 23
Kenmis wrote:
Kraken,

I just got around to reading your reply. Sorry for the long delay, but I just wanted to say you had awesome stuff to say, and let us know how your new open-secret playstyle works out!


Yeah, I'm motivated. Mostly fuckin' pissed at myself for screwing my friend out of the juicy reveal.

I dunno if I'm really talking about "Open Secrets," laying everything on the table; more like "No Secrets," where I just reveal things, in game, right away, so the players can react to it.

As I understand it, "Open Secrets" means there can be secrets among the characters, but they're laid out in the metagame and everyone knows them. They can then enjoy the events that transpire as a result of that secret, instead of just feeling confused or betrayed, or becoming obsessed with discovering the secret.

What I was saying to brant only really applies to me as a GM. Basically, in games where it's my job to come up with and announce plot twists for the characters to react to, I shouldn't hold back anything that I fear will never be revealed. In Spirit of the Century, this would hopefully only be when I'm kicking off or reinvigorating the action. In Savage Worlds or D&D, my role might be more involved.

However, both Open Secrets and No Secrets (if there is indeed a distinction) function on the same principle; secrets in an RPG are only fun when the players know and can play with them.

I'll certainly report back how it goes.


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