Because I stated this several times:
Literally, the second and third paragraph from the very first post I made in this thread:
And in that same first post:Originally Posted by gbaji
Admittedly, in the first post, I focused most on "did you remember to tell them this", but even then included the possibility that they may have been told, but didn't think it was relevant/important/whatever.Originally Posted by gbaji
In another post (also on page 3):
So.. Still talking about "did they know this *and* know that it was relevant/important?".Originally Posted by gbaji
But wait! There's more (on page 5):
Note. Again, I'm covering several bases here, but repeatedly posted that the "solution" to all is the ask the players (while playing the scene) for clarification.Originally Posted by gbaji
And another (in the same post):
And another (also in the same post):Originally Posted by gbaji
And then, finally, you answered the question about what the players thought:Originally Posted by gbaji
So.... I was right, right?Originally Posted by Talakael
What's strange is that when I later pointed this out, you spun off on a tangent on my use of the word "misunderstood" while ignoring the much more important point that your players, in fact, choose not to share the information because they didn't think it was important/significant/relevant/whatever.
Most misunderstandings occur as a result of people not placing the same weight on things that other people do. You tell me to turn off the main highway and take a surface street instead becuase you know that the bridge is out and we'll plummet to our deaths if we don't get off the highway. I think that you are just telling me to take a slightly shorter local route for convenience. That's a "misunderstanding", right?
In this case, you told the players about the bad guys plan because you knew that this would be important information they could use to get assistance from some of the Fae factions. Your players thought that it was just scenario/background/motivation fluff. That is a "misunderstanding". It's literally what the word means. Different people's understanding of something is different. One understands that "the bad guys plan to attack the woods is important to other fae factions", while the other understands "the bad guys plan to attack the woods is just fluff that establishess their motivation for what we care about, which is them attacking people in our tenement building".
You're making a strage semantic argument, while missing the much larger picture. What matters here is that your players failed to mention the planned attack because they didn't think it was important or would help them. That's not a mistake in the way that choosing to bring a knife to a gunfight is. It's a mistake made by people who don't know the difference between a knife and a gun in the first place. Part of your job as GM is to make sure they understand those game mechanic/setting things, so that they may make good decisions. And when it's abundantly obvious that they are making a huge mistake, you need to step in and make sure that the mistake is not made out of ignorance of the facts.
In this case, they didn't know that a piece of information you provided them earlier was important. It was your job to remind them about it, and then give them the choice as to whether/how to use it.
Eh? I'm not getting your line of thinking here. If I'm a fire figther, and my job/purpose is to fight fires (or I'm superman, or whatever), then you are correct.
But, as someone who lives in an area occasionally hit by major wildfires, if someone's house is on fire, I'm very much interested in where the fire is headed, whether I need to evacuate, whether I'm at risk of losing my life/stuff, etc. My job is not to put out someone else's house, but I do still care about my house.
That is far more relevant to the scenario at hand. The various fae factions care about their own territories and interests. They may not care at all about the "fire" in the tenement building. The may very very much care if that "fire" is going to spread to Muir Woods though.
Several other people have already answered this, but I'll reinforce that: As the GM, you have "perfect information" about what's going on. You know which details are important, and which are not. You also know which lines of action by the PCs will result in which outcomes.
So yes. It's absolutely your responsibility to make sure to veryify if they know about and understand some key scenario point. As others have said, the players don't know what they don't know. If they've forgotten (or dismissed) some important fact in your scenario, they aren't going to magically know to remember or place weight on it, just out of the blue.
You know the information. Remind them of it. It's just not that hard.
Are we talking Masks of Nyarlathotep here? Don't remember star movements in that way (but definitely remember London and Cairo. Gah!). Either way, yeah CoC is super brutal about what may be very very minor details. And GMs absolutely have to be able to detect when players are going off into the weeds because they're just pursuiing a wrong (but viable) idea, or have mixed up or forgotten some minor but significant detail.
Yeah. I agree with that one as well. As the GM you need to be willing and able to accept when your players tell you "but that's not how things happened". Obviously, the GM is the arbiter of "what is" in terms of places, locations, and people in the game setting. But when it comes to "what happened", GMs may very much misremember or misinterpret things. I've definitely seen it happen. Heck, I've done it myself.
You must be able to account for and adjust to that. Part of the GMs job is to communicate all things that happen in the game world to the players through the senses of their characters. Sometimes, there is a miscommunication or confusion. IME, the most important thing is for the GM to detect and correct these things as quickly as possible. It's not about "fault" (or even "who is right/wrong"). The problem is that the GM and the players have a different perception of something, and that needs to be corrected. The hows may vary, but it must be done, or the game will suffer.
Yup. This can't be repeated often enough. If at any point as GM you are thinking "why are they doing this? or "why aren't they doing <some other thing>?" instead of just sitting there quietly calculating what will happen as a result of these actions, freaking ask them those questions.. You're thinking it, right? So ask.
It's really not that hard. It doesn't break the game. And it will prevent a huge number of (often very very major) problems in a game. Just... ask your players!