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	<title>Comments on: Screw You and Your Facts!</title>
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		<title>By: Target</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-866</link>
		<dc:creator>Target</dc:creator>
		<pubDate>Thu, 12 Jun 2008 16:07:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-866</guid>
		<description>I&#039;d like to back Aegon up on that.  I&#039;m an engineer so I often have immersion problems during tv/movies/rpgs and what not.  I try to let things go, but am not always able to make the leap depending on how bad physics have been abused.  

Also on a side note, I play with a GM who is a historian.  When he gets nitpicky about historical details it encourages me to become nitpicky about physics.  

I guess in short, I&#039;d say one should be careful about the signs you give out in terms of nitpickiness as a GM, as well.

And I&#039;ll try to refrain from being too nitpicky in the future.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;866&#039;,&#039;Target&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to back Aegon up on that.  I&#8217;m an engineer so I often have immersion problems during tv/movies/rpgs and what not.  I try to let things go, but am not always able to make the leap depending on how bad physics have been abused.  </p>
<p>Also on a side note, I play with a GM who is a historian.  When he gets nitpicky about historical details it encourages me to become nitpicky about physics.  </p>
<p>I guess in short, I&#8217;d say one should be careful about the signs you give out in terms of nitpickiness as a GM, as well.</p>
<p>And I&#8217;ll try to refrain from being too nitpicky in the future.
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		<title>By: Aegon</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-865</link>
		<dc:creator>Aegon</dc:creator>
		<pubDate>Thu, 12 Jun 2008 15:08:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-865</guid>
		<description>WASH: Psychic, though? That sounds like something out of science fiction.
ZOE: We live in a spaceship, dear.
WASH: So?
- an attitude toward verisimilitude in game

I wanted to comment as a player. For me, I would mention the clothesline thing but I respect the GM as decsionmaker and so would not argue with their decision once they made it. I would remember it (these things stick in my craw), though and be annoyed by it. It would not be because I needed to be the center of attention at the moment but because of my simulationist/rules lawyering tendencies (I hope I am using this correctly). My character would probably want to go back after the scene and pick up this super strong line and use it in the future, just to illustrate the consequences of making a non-physical decision. And yes, I was a physics major in college.
I guess my point is that there are players that care about these things for reasons outside of the pathologies in the OP.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;865&#039;,&#039;Aegon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>WASH: Psychic, though? That sounds like something out of science fiction.<br />
ZOE: We live in a spaceship, dear.<br />
WASH: So?<br />
- an attitude toward verisimilitude in game</p>
<p>I wanted to comment as a player. For me, I would mention the clothesline thing but I respect the GM as decsionmaker and so would not argue with their decision once they made it. I would remember it (these things stick in my craw), though and be annoyed by it. It would not be because I needed to be the center of attention at the moment but because of my simulationist/rules lawyering tendencies (I hope I am using this correctly). My character would probably want to go back after the scene and pick up this super strong line and use it in the future, just to illustrate the consequences of making a non-physical decision. And yes, I was a physics major in college.<br />
I guess my point is that there are players that care about these things for reasons outside of the pathologies in the OP.
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		<title>By: Omnus</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-824</link>
		<dc:creator>Omnus</dc:creator>
		<pubDate>Tue, 10 Jun 2008 05:02:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-824</guid>
		<description>One fallback a DM always has is to say, &quot;It&#039;s a game, and this is a convention of the game.&quot;  Not all rules make sense, obviously, with reality.  The whole idea of Hit Points is patently ludicrous, for instance.  But we play within these rules because of uniformity (if everyone uses the same rules, it works!) and ease of play.  If you want painful reality, play GURPS with all the optional rules in place (yikes).  There&#039;s a reason why games like D&amp;D that aren&#039;t realistic and never pretend to be are so popular.

About the player above in the OP that claimed a clothesline shouldn&#039;t be able to hold up a character, I would let the clothesline work...until it can to his character&#039;s turn. &gt;:)&gt;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;824&#039;,&#039;Omnus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One fallback a DM always has is to say, &#8220;It&#8217;s a game, and this is a convention of the game.&#8221;  Not all rules make sense, obviously, with reality.  The whole idea of Hit Points is patently ludicrous, for instance.  But we play within these rules because of uniformity (if everyone uses the same rules, it works!) and ease of play.  If you want painful reality, play GURPS with all the optional rules in place (yikes).  There&#8217;s a reason why games like D&amp;D that aren&#8217;t realistic and never pretend to be are so popular.</p>
<p>About the player above in the OP that claimed a clothesline shouldn&#8217;t be able to hold up a character, I would let the clothesline work&#8230;until it can to his character&#8217;s turn. &gt;:)&gt;
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		<title>By: merb101</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-802</link>
		<dc:creator>merb101</dc:creator>
		<pubDate>Mon, 09 Jun 2008 14:21:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-802</guid>
		<description>I once had a player who would, as his &quot;character,&quot; berate my NPCs on mistakes I as the GM had made. It was his passive agressive way of being critical of the game while still playing the game. Drove me crazy, and he and I don&#039;t play together any more. 

ME&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;802&#039;,&#039;merb101&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I once had a player who would, as his &#8220;character,&#8221; berate my NPCs on mistakes I as the GM had made. It was his passive agressive way of being critical of the game while still playing the game. Drove me crazy, and he and I don&#8217;t play together any more. </p>
<p>ME
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-786</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Mon, 09 Jun 2008 00:27:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-786</guid>
		<description>&quot;...with endless clips and revolvers that never need to be reloaded.&quot;

And revolvers that can be silenced, and C4 that blows up when you shoot it. ; )&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;786&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;&#8230;with endless clips and revolvers that never need to be reloaded.&#8221;</p>
<p>And revolvers that can be silenced, and C4 that blows up when you shoot it. ; )
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		<title>By: zacharythefirst</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-755</link>
		<dc:creator>zacharythefirst</dc:creator>
		<pubDate>Sat, 07 Jun 2008 12:11:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-755</guid>
		<description>I agree, generally being more of a &quot;big picture&quot; GM, but I really think it comes down to a matter of focus.  Its like in my modern games, so guys are really into the gun porn, ensuring the stats for those items match up with reality.  Other people want more of an action movie, with endless clips and revolvers that never need to be reloaded. :)

Fun is different for different people, and its really an expectation game you&#039;re playing.  Beforehand, I&#039;ve been messing with assigning a rating to my games so the players know the relative level going in.  (A 4 on the Gritty scale, a 2 on the Historical Accuracy O&#039; Meter--whatever&#039;s fitting and relevant for that game).  That can always change, as the group&#039;s feel, composition, and attitude might change over the course of a game, but its a good starting baseline.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;755&#039;,&#039;zacharythefirst&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I agree, generally being more of a &#8220;big picture&#8221; GM, but I really think it comes down to a matter of focus.  Its like in my modern games, so guys are really into the gun porn, ensuring the stats for those items match up with reality.  Other people want more of an action movie, with endless clips and revolvers that never need to be reloaded. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Fun is different for different people, and its really an expectation game you&#8217;re playing.  Beforehand, I&#8217;ve been messing with assigning a rating to my games so the players know the relative level going in.  (A 4 on the Gritty scale, a 2 on the Historical Accuracy O&#8217; Meter&#8211;whatever&#8217;s fitting and relevant for that game).  That can always change, as the group&#8217;s feel, composition, and attitude might change over the course of a game, but its a good starting baseline.
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		<title>By: Matthew J. Neagley</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-729</link>
		<dc:creator>Matthew J. Neagley</dc:creator>
		<pubDate>Fri, 06 Jun 2008 14:55:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-729</guid>
		<description>I was doing exactly this to my DM last night.

You see, she made this new landmass to hold our upcoming 4E game, and I was looking at the map, pointed to a nook in the mountains, and said &quot;There&#039;s a desert there&quot;.  She told me in a no-nonsense voice that it was a forrest.  I told her that if the landmass was in the northern hemesphere, the wind currents and mountain range wouldn&#039;t allow any rainfall there.  Hence, a desert.  She quickly told me the landmass was in the SOUTHERN hemisphere.  So I grinned at here and said &quot;So it&#039;s a swamp?&quot;

End of story, just bullshitting around, we ended up with a pretty awesome concept of an underground swamp which may or may not end up there.

My whole beef had nothing to do with whether there was a forrest, a desert, a swamp, or an artic ice flow there.  It had to do with both the fact that it&#039;s fun to tease someone about something like that, and that I was a little upset with her for trumping player input like the group had specifly discussed she wouldn&#039;t.

Now, I wasn&#039;t THAT upset, but a little good natured ribbing about her failure to consider airflow seemed about right.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;729&#039;,&#039;Matthew J. Neagley&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I was doing exactly this to my DM last night.</p>
<p>You see, she made this new landmass to hold our upcoming 4E game, and I was looking at the map, pointed to a nook in the mountains, and said &#8220;There&#8217;s a desert there&#8221;.  She told me in a no-nonsense voice that it was a forrest.  I told her that if the landmass was in the northern hemesphere, the wind currents and mountain range wouldn&#8217;t allow any rainfall there.  Hence, a desert.  She quickly told me the landmass was in the SOUTHERN hemisphere.  So I grinned at here and said &#8220;So it&#8217;s a swamp?&#8221;</p>
<p>End of story, just bullshitting around, we ended up with a pretty awesome concept of an underground swamp which may or may not end up there.</p>
<p>My whole beef had nothing to do with whether there was a forrest, a desert, a swamp, or an artic ice flow there.  It had to do with both the fact that it&#8217;s fun to tease someone about something like that, and that I was a little upset with her for trumping player input like the group had specifly discussed she wouldn&#8217;t.</p>
<p>Now, I wasn&#8217;t THAT upset, but a little good natured ribbing about her failure to consider airflow seemed about right.
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		<title>By: suudo</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-726</link>
		<dc:creator>suudo</dc:creator>
		<pubDate>Fri, 06 Jun 2008 13:56:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-726</guid>
		<description>I am with you 110%.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;726&#039;,&#039;suudo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I am with you 110%.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-724</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Fri, 06 Jun 2008 13:09:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-724</guid>
		<description>&quot;Of course, you could go with something one of my old DMs did: give extra XP for not mentioning physics during the course of a session.&quot;

Swordgleam - Now that is an awesome alternative solution.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;724&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;Of course, you could go with something one of my old DMs did: give extra XP for not mentioning physics during the course of a session.&#8221;</p>
<p>Swordgleam &#8211; Now that is an awesome alternative solution.
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		<title>By: Adrian</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-722</link>
		<dc:creator>Adrian</dc:creator>
		<pubDate>Fri, 06 Jun 2008 13:01:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-722</guid>
		<description>Also for a counterpoint on discussions involving realism and magic.

Särkijärvi’s Law - As a discussion about realism in a fantasy setting grows longer, the probability of someone claiming the irrelevancy of realism in the presence of magic approaches one

http://nitessine.wordpress.com/2008/05/19/argumentum-ad-fireballum/&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;722&#039;,&#039;Adrian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Also for a counterpoint on discussions involving realism and magic.</p>
<p>Särkijärvi’s Law &#8211; As a discussion about realism in a fantasy setting grows longer, the probability of someone claiming the irrelevancy of realism in the presence of magic approaches one</p>
<p><a href="http://nitessine.wordpress.com/2008/05/19/argumentum-ad-fireballum/" rel="nofollow">http://nitessine.wordpress.com/2008/05/19/argumentum-ad-fireballum/</a>
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		<title>By: Recommended Reading &#124; life in the garden of eden.</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-720</link>
		<dc:creator>Recommended Reading &#124; life in the garden of eden.</dc:creator>
		<pubDate>Fri, 06 Jun 2008 12:38:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-720</guid>
		<description>[...] Screw You and Your Facts! Keep this from Gnome Stew in mind the next time you&#8217;re whinging at your GM and/or fellow roleplayers about how some nit-picky bit of trivia shouldn&#8217;t be allowed in the game because it wouldn&#8217;t work in real life. If we wanted perfect reality, we&#8217;d walk away from the game and just live our oh-so-mundane and realistic lives! [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;720&#039;,&#039;Recommended Reading &#124; life in the garden of eden.&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Screw You and Your Facts! Keep this from Gnome Stew in mind the next time you&#8217;re whinging at your GM and/or fellow roleplayers about how some nit-picky bit of trivia shouldn&#8217;t be allowed in the game because it wouldn&#8217;t work in real life. If we wanted perfect reality, we&#8217;d walk away from the game and just live our oh-so-mundane and realistic lives! [...]
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		<title>By: age</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-718</link>
		<dc:creator>age</dc:creator>
		<pubDate>Fri, 06 Jun 2008 12:30:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-718</guid>
		<description>Geez. This brings back funny (only in reflection!) memories of player-reality-lawyers arguing the internal design structure of lift shafts (Modern) and the range limitations of arrows firing upwards (Fantasy). to name a few. Could&#039;ve done with the Cow then....&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;718&#039;,&#039;age&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Geez. This brings back funny (only in reflection!) memories of player-reality-lawyers arguing the internal design structure of lift shafts (Modern) and the range limitations of arrows firing upwards (Fantasy). to name a few. Could&#8217;ve done with the Cow then&#8230;.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-709</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Fri, 06 Jun 2008 02:38:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-709</guid>
		<description>Patrick - I&#039;d rather my players bring up issues during the game, as long as it&#039;s not in the middle of something intense (combat or high drama), but I run pretty informal games. Arguing it vehemently should probably be saved for later (if ever), but I don&#039;t see the harm in just pointing it out.

If the SUV were armored, I guess I&#039;d say something like, &quot;Make a [relevant skill] roll to see if your character notices that a shot there should have totaled the car.&quot; It does give them a hint that something&#039;s up, whether they make the roll or not, but it also reminds them that what they&#039;re doing could easily turn into meta-gaming.

I guess, based on the examples, that I assumed we were talking about minor details - stuff that isn&#039;t going to majorly change/ruin the story if it gets &#039;corrected.&#039; I don&#039;t like my games to be all about realism, but as said, I get a little twitchy when I see things that are obviously wrong for no good reason. 

I just feel like &quot;tell the player to stop it&quot; isn&#039;t really a solution. It works for some issues, but the more you do it, the less it works, and this seems like something that&#039;s easy enough to find a compromise on. 

Of course, you could go with something one of my old DMs did: give extra XP for not mentioning physics during the course of a session. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;709&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Patrick &#8211; I&#8217;d rather my players bring up issues during the game, as long as it&#8217;s not in the middle of something intense (combat or high drama), but I run pretty informal games. Arguing it vehemently should probably be saved for later (if ever), but I don&#8217;t see the harm in just pointing it out.</p>
<p>If the SUV were armored, I guess I&#8217;d say something like, &#8220;Make a [relevant skill] roll to see if your character notices that a shot there should have totaled the car.&#8221; It does give them a hint that something&#8217;s up, whether they make the roll or not, but it also reminds them that what they&#8217;re doing could easily turn into meta-gaming.</p>
<p>I guess, based on the examples, that I assumed we were talking about minor details &#8211; stuff that isn&#8217;t going to majorly change/ruin the story if it gets &#8216;corrected.&#8217; I don&#8217;t like my games to be all about realism, but as said, I get a little twitchy when I see things that are obviously wrong for no good reason. </p>
<p>I just feel like &#8220;tell the player to stop it&#8221; isn&#8217;t really a solution. It works for some issues, but the more you do it, the less it works, and this seems like something that&#8217;s easy enough to find a compromise on. </p>
<p>Of course, you could go with something one of my old DMs did: give extra XP for not mentioning physics during the course of a session. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-707</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Fri, 06 Jun 2008 01:38:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-707</guid>
		<description>I just wanted to say that &quot;Screw you and your facts!&quot; sounds best to me in DeForest Kelley&#039;s voice...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;707&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I just wanted to say that &#8220;Screw you and your facts!&#8221; sounds best to me in DeForest Kelley&#8217;s voice&#8230;
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/tools-for-gms/screw-you-and-your-facts/comment-page-1#comment-706</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 06 Jun 2008 00:01:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=157#comment-706</guid>
		<description>While I&#039;m mostly on board with the post&#039;s idea, it&#039;s good to understand your players and what they need to establish their own versimilitude.  If you&#039;d like a look at someone eager to dispute your point, you&#039;d do well to look at NiTessine&#039;s &lt;a href=&quot;http://nitessine.wordpress.com/2008/05/19/argumentum-ad-fireballum/&quot; rel=&quot;nofollow&quot;&gt;Argumentum ad fireballum&lt;/a&gt;.

My objections are much tamer-- though I think that &lt;i&gt;Dog&#039;s in the Vineyard&lt;/i&gt; has one of the best rules for setting the threshold of believability: &quot;At any given moment in play, the most demanding player at the table has the power to decide if a proposed element becomes a part of the fiction or not&quot;.  It&#039;s a high bar that requires that the whole group is on-board... but can be subject to hijacking.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;706&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>While I&#8217;m mostly on board with the post&#8217;s idea, it&#8217;s good to understand your players and what they need to establish their own versimilitude.  If you&#8217;d like a look at someone eager to dispute your point, you&#8217;d do well to look at NiTessine&#8217;s <a href="http://nitessine.wordpress.com/2008/05/19/argumentum-ad-fireballum/" rel="nofollow">Argumentum ad fireballum</a>.</p>
<p>My objections are much tamer&#8211; though I think that <i>Dog&#8217;s in the Vineyard</i> has one of the best rules for setting the threshold of believability: &#8220;At any given moment in play, the most demanding player at the table has the power to decide if a proposed element becomes a part of the fiction or not&#8221;.  It&#8217;s a high bar that requires that the whole group is on-board&#8230; but can be subject to hijacking.
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