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4\$\begingroup\$ Hm, sadly I don't think I can use that as a general rule, then. If the lore-speaking player says something that completely contradicts campaign details, I can't handle successes that way, let alone criticals. I can't always rely on them to improvise something that's mostly-right. If a player is angling to join the Seven Mothers without leaving Foundchild, and says "the Red Goddess was a friend to Foundchild in Godtime", then there's no way to salvage that statement as containing any truth. \$\endgroup\$SevenSidedDie– SevenSidedDie2015-06-17 17:41:02 +00:00Commented Jun 17, 2015 at 17:41
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2\$\begingroup\$ @SevenSidedDie Yes! The facts that the DM tell the player are true. Any embellishments are only true if the DM thinks they are good. If the DM decides the embellishments cannot reasonably be true, the DM first determines "could the player have obsolete information? (Ie, can I retcon "it was once true?") Or does the player have a bad source? The player's embellishments are a risk that they do. It is power (the ability to change reality with lore), at risk (if used poorly, your embellishments are in error). The success buys them (1) some facts, and (2) the right to try to embellish. \$\endgroup\$Yakk– Yakk2015-06-18 15:12:09 +00:00Commented Jun 18, 2015 at 15:12
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1\$\begingroup\$ I wish I knew that at our last round, where we had quite a few situations like these! \$\endgroup\$Jonas Schäfer– Jonas Schäfer2015-07-14 13:48:53 +00:00Commented Jul 14, 2015 at 13:48
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\$\begingroup\$ It's not only that, what if the player wants to lie to the others? I prefer notes and whispers (and even other rooms) and common sense for when they're not needed. \$\endgroup\$Simanos– Simanos2015-07-24 11:13:20 +00:00Commented Jul 24, 2015 at 11:13
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