Rather than be dragged into an endless Facebook conversation with an unwilling audience, I'll simply give you all my thoughts on the responsibility of a GM during the Age of Actual Plays and how we set the tone when it comes to spoilers before anyone rolls a single stat! (1/14)
Actual Plays (or Playthroughs depending on who you're talking to) are recorded sessions of a scenario or campaign which detail the experiences of the players and the characters they play. It's a wonderful way to experience a story if you don't have the opportunity for (2/14)
numerous reasons to play in said game yourself. I won't go into where to watch/listen to them as there are thousands of APs out there - many of which you already know.

They allow a creative team to show what role-playing is at its core - storytelling. That's what (3/14)
players on the show and fans who experience them come for, it's ultimately the stories that are told through those sessions.

There is an inherent challenge when it comes to being a GM/Keeper/DM and building your group to play a published scenario. Even if you aren't (4/14)
running your own Podcast (and really who isn't these days?) there's going to be the understanding that players may access the campaign information they aren't supposed to and learn all your dirty secrets. Then once you have it all plotted out, they'll just make all the (5/14)
right decisions and "win" the game.

Beyond the dice being a big arbiter of a character's success, there are many factors which can play a part in each scenario of a campaign, not the least of which is players just doing unexpected things ALL THE TIME.

But what about (6/14)
the player who listened ahead? Read the test answers and expects to pass the class with flying colors? What about them? Well, first we should discuss why the player felt the need to do so. Beyond it being disrespectful to you and everyone else at the table, they're (7/14)
choosing to ruin the time they're planning on spending with the group. This could be for a multitude of reasons, but in part, it's rooted in selfishness.

Campaigns are far from quick. There's a lot of time invested in making the experience something players will (8/14)
remember forever, which ideally is the goal. If a player can't keep themselves from ruining it by listening/watching/reading something they know good and well they shouldn't - then there isn't hope for them. They're willing to cross a Rubicon that is a known red line. But (9/14)
what if they're new to gaming?

This is where it must be made clear by the GM/Keeper/DM when assembling your personal gaming Avengers. Put it right out there before anyone makes any character creation decisions; this kind of activity is not acceptable. Any breaking of (10/14)
that rule means the player must go because they've shown the group that they no longer respect the sacred pact of storytelling.

This also means it's just as important the person running the game holds up their end of the bargain and doesn't try to fall back on this (11/14)
being an "unspoken rule" - especially if you're worried about a player doing it. You're investing time and energy to present the story to the group, you deserve your time and energy to be respected.

Finally, if you're upset someone is running an AP of a game you're (12/14)
currently running and NOT your players who are listening ahead then I suggest you direct your energy into talking to the players in question rather than raging against other creators.

Love, peace, and chicken grease.
Thanks for coming to my thread. (14/14)
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