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= GM Assumptions = I'll try to maintain the following agreements: * '''I'll never be your adversary.''' The enemies you encounter certainly will be and I'll be playing them as such, but I'll always remain another player at the table. * '''I'm always available to ask for options''' in any scene if you are at a loss. ** I won't indicate the most tactically sound thing to do, but I can help give actions at large that are possible in this situation. * '''For safety and maximum fun''', I will set up [[lines and veils]] for each campaign I run. I'll consult with players during the [[Session 0]] to iron out these lists. = Player Assumptions = I approach the gaming tables assuming players will: * '''Remain attentive''' to the scene and the table play. If something calls for your attention, we might collectively take a quick pause or the GM can also auto-pilot your character through the scene for a bit and apply minor [[Retcon|retcons]] when you return. * '''Be familiar with your character''' and their motivations, it's easy to fall into the pattern of going with the group's hive mind and lose grip on your character's flavor of moving about the world. ** [[Types of roleplay|If you aren't sure how to roleplay it, simply being descriptive about why]] they are behaving the way they are is more than plenty. * '''Support your teammates!''' Part of Pathfinder 2e's core thesis is teamwork and party dynamics, which can be [[Pf2e for veteran players|a departure from previous versions]]. Much of the mojo of the game comes from helping each other stack bonuses so that the whole is greater than the sum of it's parts ** Many character options lean hard into this and most characters have [[The third action|multiple means to support each other]]. = Metagaming = In general, metagaming is a form of cheating and generally frowned upon. * Character vs Player knowledge ** It is important to consider that players might learn things from the GM or other players that their characters wouldn't otherwise be privy to. Play them assuming they don't know about those things until otherwise stated. * Published adventure plots ** Most of the things we'll be playing will be from published stuff. Players could easily obtain the PDF, read through it, and then play through it with that knowledge in hand. *** This is kinda unavoidable if players end up repeating a PFS scenario on a new character, but still everyone should attempt to separate player and character knowledge. * published monster stats ** Same as above, monsters can be looked up in published bestiaries, Archives of Nethys, or elsewhere on the internet. Embrace the cinematography of the encounter and the struggle the characters are facing, even if the abilities are well-known. Plus there are [[Recall knowledge|in-game methods]] to get access to some of this information. * bribing the GM ** Just cause someone bought the GM a yacht doesn't get them a free pass in the next boss fight. ** My only main method of accepting bribes with in-person play might be someone who ordered the game night pizza gets an extra hero point or two, but that's about it and it's not worth the expense. Also, kinda moot with virtual play :)
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