Oct 2, 2019, 1:11 PM

How do you handle them?
How do you tell the difference?

I know, from what I've seen on the board, that they can be a big deal on Arx (for example). I'm already seeing them happen on SGM (the players know some of them since they know Stargate and they're having fun playing to their PC ignorance, but they don't know some others since they relate to game plot).

As an ST/plot staff, how far do you let it go?

I have no idea if and when a player is aware their player has it wrong and they're rolling with it (I for example sometimes consciously let my PC be wrong because ‘Well Jane wouldn't know this because it's not in her field of study’) or if they actually missed it. I know some people are totally fine with being wrong and I know others get ruffled feathers to later find out and will jab a finger at their sheet going ‘I have Intellect 5!’ (no matter their Notice is only a 2….).

So many things can factor into this as well.

Maybe they missed it because they followed a different path.
Maybe they followed the red herring.
Maybe they forgot about the huge plot hook you handed them last week and it was vital this week.
Maybe they misread what they were given in the scene.

At what point do you step in OOC and go hey, so, you're actually incorrect on your read of this… Or DO you step in? Do you let the fallout be IC?

I understand there may be different approaches to this and I'd love to hear them.

Personally, I love seeing how people open door number one, see their prize, then rush to door number two, see the trap, and report back to everyone that they need to go to door number two because it’s clearly the correct route. (assuming 'omg this is too obvious and blatant and we must be involved in a smoke and mirrors situation and and and and')

On SGM, the team once spent an entire scene investigating a well. A WELL. It became their version of the gazebo.

I find that shit fucking hilarious.

But is there a point you need to take them aside and go: hey, you’re chasing waterfalls here. When is that point? How do you know what player will appreciate the warning (to hold them back from going on a path that isn’t going to provide a tangible reward) and what player won’t appreciate it (they don’t mind potential failure; some people enjoy the character growth it entails)?

Now, as an ST, I will always insert something to guide people back on the path eventually (well, potentially guide: I won’t put things on rails, I’ll just add a new branch that COULD lead them back on the right path). I also have sometimes had these situations spark ideas in me that I like better than my original plan so I’ll follow the ‘wrong’ assumptions instead of my original plan.