@three-eyed-crow said in Earning stuff:
Sometimes I'm genuinely unclear ooc if something is impossible or not. I don't care so much about failing at stuff it makes sense for my character to try. That can be really interesting. But it's a waste of my time and staff's time to go down a dead end and I really and truly would be fine with an ooc clarification of 'this isn't feasible at this time and due to future plots I can't tell you exactly why.'
I am absolutely this player, too. It's awful from the staff end, too.
When I was kicking stuff around, I worked up a history with a 'this is how the world came to be, and this is how things work in it. Your characters don't know this, and none of the NPCs you'll ever come into contact with know it, either, and in fact, no one in the world knows the whole thing and how everything works together at all for anyone to actually find out in the course of the game, deal with it' set of rough notes to eventually flesh out properly. This was an OT game, so 'as players, you need to know how reality actually works here, even if your characters don't and never will' is a little more necessary than it might be otherwise.
I think of this as 'the oWoD problem', aka 'here are a whole bunch of totally incompatible creation myths that are all totally true!' and then 'pick whichever you want for your table and you know we really didn't plan for games to cross over much so you really only need one, right?' Games have not been great on the 'pick one', historically speaking.
I've seen, 'what's in the books is what your characters think, only staff knows the truth!' but, wow, does that ever clash and crash around a lot in ways that are not always easy to untangle.
So, it's 'This is how reality actually works. Your character doesn't know this and never will. As a player, make a character that fits within this paradigm, and don't break reality.'
As for specifics, like those in @Apos' example, other than the outline of existing plots, I planned to have all the world lore available to players, with spoiler tags in places where it would be tucked into other things, so that folks who didn't want to know didn't get an unwanted info dump. It's up to them if they want to read it, since -- with few exceptions -- they'd be able to incorporate these things in plots they run themselves. If they're willing to do that and provide fun for others that way, I'm of a mind to give them all the tools available to do it.
Plenty of folks run campaigns in tabletop off of pre-written modules. Plenty of players have played them before, or read that book, before or while playing. It doesn't stop them from having fun, and plenty of people 'play fair' by not automagically knowing all the answers. (WoD proves this. People have access to the books to know OOC how everyone's powers work, and characters are baffled by what's going on all the time while the players know precisely what mechanics to apply, etc.) Some people will be jerks about this, but people can find ways to be jerks about any option chosen, so I lean toward the one I like and think would be most helpful for people who want to make up new stuff or run plots to be able to do that on the OOC level with as little stress and mystery as possible. Mystery is for the characters, to me, not the people trying to add something to the game world in some way that is intended for the enjoyment of others.