QuoteOr it's just a guy who passed through the same port as the Bounty Hunter? Don't see how "has knowledge" automatically translates into "shady," here.
C'mon. Star Wars is a game about simple narratives and narratives have rules. In every crime movie and TV show, the guy who wants to rat out the mob boss is either mobbed up himself or is involved in some sort of side action. I have a hard time believing that any group of players that's been exposed to a decent amount of pop culture wouldn't be immediately suspicious of any informant. Unless that informant is a kid.
QuoteIt spoils the reveal that this isn't an ordinary, average citizen, and does so in a meta way that encourages metagaming. That's disastrous in a narrative game, because the whole narrative relies on PCs acting organically based on stimulus within the game world.
There's no such thing as an "ordinary citizen" in FFG Star Wars , unless they're Nerf Herder Minions in a bar. Every NPC that's important enough to talk to is going to be a Rival or a Nemesis and have proficiency dice in a handful of skills.
Metagaming isn't a disaster but it's really, really bad form and essentially cheating in the same way insider trading is cheating. Part of the GM's role as game ref is to call players out when they metagame and encourage corrective behavior. Behind "have fun," the most important rule of RPGs is "the players aren't their characters." I'm certainly not going to twist myself up in knots trying to anticipate every way a player might interpret my actions as a GM.
QuoteThat doesn't really accomplish much of anything. The PCs know that something is up, and that this random civilian they decided to pump for information has some high stats SOMEwhere. The entire point of a quiet, behind-the-scenes roll is to not alert the players that anything is out of place until their characters pick up on it.
I don't know what a "quiet" roll is. Dice rolling makes noise and creates motion. Any player who is looking at me can tell what I'm doing whether it's in front of the screen or behind it. So such more secrecy.
QuoteI...honestly think that's a bit of a creepy comparison to make. First of all, saying "I love you" isn't same magic sign that someone isn't cheating, openness and trust is. Second, hiding a Deception check to keep the results secret isn't exactly the same as locking your phone or your bank account, here. The latter is unnecessary, the former is how you preserve dramatic tension and take your players by surprise without cheating.
I don't. And you're giving me a strawman argument. What I said was two forms of positive behavior helps to reinforce trust even if one form should be enough.
From what I understand, your argument boils down to "players are going to metagame if they see what I'm rolling and it will ruin the secret."
My counterargument is:
- it's the GMs job to call players out when their characters act on information there's no way they could have ( sidebar: narrative RPGs like FATE mechanically reward players when the players make their character's lives harder , not easier, and it's not a bad idea for GMs to reward players who go down that path [the old "good role-playing" bonus XP])
- narrative role-playing games aren't designed with keeping secrets in mind; they're designed to encourage good story-telling. Unveiling secrets through dice-rolling requires a completely different mechanical approach, such as the investigative GUMSHOE system. FFG SW is good at what it does but investigations are not part of it. Probably because Star Wars isn't part of the detective genre.
- the trust a player has in a GM when he rolls in the open outweighs the possibility of keeping in-game secrets. I know because I've been cheated by well-meaning but misguided GMs who fudged rolls in order to keep their story intact. I didn't hate them because they were my friends but I no longer trusted the game or my agency in the game.