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Telepathy in gaming

Started by Dominus Nox, November 28, 2006, 05:13:30 PM

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PhishStyx

Quote from: MaddmanI guess the gist of my strategy isn't to tell all the secrets, but just to let one player in on it.  IME players love getting co-opted as a conspirator with the GM.

I don't mind conspiring with the GM, but I've had one GM in particular who would literally tell me the entire plot line before the game even started and get pissed if we didn't follow it precisely.  He'd actually run players who didn't follow the script off.
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James McMurray

Must not be too hard to run them off. I'd be leaving the moment he said "this is the plot we're playing."

Maddman

That's the risk you run when you have plots, tools of GMs who are afraid to think on their feet.  :)
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Casey777

Be flexible, don't reveal all to a telepathic PC, be vague/misleading as much as possible (it's not a get free win card) and put obstacles/NPCs up for the telepathic PC.

Something like Traveller's Third Imperium setting helps prevent psionics overuse, with prejudice to outright illegality/secret (& difficult) teaching. I usually add in something like the psi-drug from Babylon 5 and some sort of legal organization (join or take the drug to suppress the talent), esp. if I'm not in a canon Traveller game.

Ftf I'd use post it notes or trust my players to keep ooc and ic seperate. Online via IRC it's much easier, just open a private channel to the character and pass all the telepathic actions, rolls, and information there.

bobmangm

Don't forget that even though the NPC had telepathy, it doesn't mean he gleaned that bit of knowledge.  A roll is still called for here.

BobManGM
********
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