Fluttershy: Can we get back to the animals, please?
DM: Oh, right. Sure.
Fluttershy: What specifically has Blueblood done to scare them?
DM: Give me a Nature check.
Fluttershy: <roll>
DM: A little birdie eventually tells you... His presence at the palace has seemingly been the source of a lot of unnerving phenomena. The animals are witness to midnight clandestine meetings, teleportations, what they call "strange dark beings" climbing the walls... Most of it to and from Blueblood's chambers. All that, and he never brings food whenever he visits the gardens.
Rarity: My dears, it has occurred to me: Rarity needs to know all of this in-character, but currently doesn't. Does anyone have a plan to fill her in?
Pinkie Pie: Inexplicable telepathy?
Rarity: Other than that.
Yes and no. I'm not a believer that every in game conversation has to be played put, 'exposition' is my usual single word short hand. I'm even okay with retroactive conversations (within limits) when someone forgot to pass on a thing. Buuuut the charecters involved do have to be...y'know...able to talk to each other.
In this case, they'd have to parrot it with Blueblood either in close proximity or else otherwise distracted. Either way, he has the potential to overhear and how the players pass the information along can be something he can use in turn.
So if I was in that campaign, my vote would be that the players have to roleplay out the info-passing, no hand-waved parroting.
Keirgo, Kira: You missed the point of Digo's post. ;)
Too bad they don't have modern tech, else the party could just tweet it.
Though they could go out on a wing and try to have one of their paths dovetail with Rarity's, where they could whisper to her without robin her from Blueblood's side.
Metagaming is a good skill to have, but it's better not to put more than a few ranks into it. Additionally, you need the skill "FastTalk: GM", a good skill by itself, it also allows you to get away with occasionally using the Metagaming skill.
It's also good to have the relevant Knowledge skills, as these give a bonus to your FastTalk: GM skill when you use your Metagaming skill on a relevant topic.
Be careful when overusing it though, because if you metagame too much, the GM will decide to punish you for it and change the story on you in an unexpected way.
As a GM who is really bad at planning ahead, I often change my plans on a whim (I have a lot to learn as a GM, I'm good in some areas, but I'm not perfect at all), and if I feel as though players are playing too much to stop one scenario, I'll change it up on them in small ways.
You know what really grinds my dice? When a PC gets some important information that the party really needs to know, and the PC doesn't bother to share it.
An example from my D&D group, when the wizard learns that the church orphanage where we dropped off an orphan, doesn't take in orphans (the reason why is a different rant). Now, this is kinda important for us as a team to know, but the wizard didn't tell us anything. Instead, he goes to the church and pays them out of party funds to adopt the kid. So hey, that's two things--
1. he's spending party funds that are meant to cover general expenses such as food and consumable healing equipment, without telling us, and,
2. he's adopting a 9-year old kid into a part of 6th level characters that fight ogres and rogue spellcasters as a job. All it would take is one fireball and that kid wound be an ash pile over a pair of shoes.
I hear that. As a GM, I sometimes fill one player in on something that would be thematic for that PC - rather than the environment or a NPC (that is, anything I control) - to relate to the party. I make a backup plan in case that PC doesn't inform the others, and I have had to use said backup more times than I'd like.
As to the kid, how do you know he's not secretly a 6th level adventurer too? Level knows no age.
Though if he is a commoner NPC...well, depending on his ancestry, "spread my ashes where they will do some good" might well be his default funeral practice. If so, selling them as fertilizer wouldn't be more than a little dark, and not dark at all if the buyer is fully informed. (Essentially, the buyer is a mortician who pays for the privilege of the job.)
Well, we knew because the wizard had access to the npc character sheet. Can't mistake "level 1 commoner" with "level 6 adventurer".
But the GM has this weird... fetish for putting children in the party. Cause then another npc came by and whisked the child to a pocket dimension where the child got training over the course of two weeks. So the kid comes back and is now a 6th level sorcerer. We're wondering how do we get into that pocket dimension. We'd like to gain 6 levels in two weeks. :/
Pathfinder actually has a class option that perfectly fits having a child as an adventurer: One of the archetypes for the Vigilante class is the Magical Child.
Yes, they have a transformation sequence. They also get a familiar, (although it ends up being a bit more Kero-chan than Luna).
You know, I've been thinking... we've been seen here the different players and their takes on characters. But how would the MLP Mane Six themselves play an RPG? Would it be any different from what we see here?
Twilight - A perfectly calculated character, with all knowledge skills maxed out
Pinkie - A random hodgepodge of multiclassed characters and random feats which inexplicably works out incredibly well
Fluttershy - A wizard who specialises in buffing. This way, she can help her friends' characters do cool stuff.
Rainbow - A flying character who hits like a ton of bricks. Especially when buffed by Fluttershy's character.
Applejack - Cleric. Heals and self-buffs in combat.
Rarity - Has a drawing of her character, and all the costumes her character wears. Doesn't put too much effort into the mechanics, but makes a reasonable social character. Nice things have a habit of happening to her character.
If anyone knows where I'm going with this joke, congrats.
It would fully believable that a messenger would be able to approach Dainty Dove without drawing suspicious activity. I mean, if we are to assume the Wonderbolts is essentially a mercenary company, I can only imagine what a privatized messenger corps. would be like.
My current character is an evil telepathic housecat who as his main gimmic provides a free permanent telepathic link among the party members and encrypt it with false information against other telepaths that might spy on us.
In my current campaign one of my partymates has telepathy up to 5 squares away and we've just abused the heck out of it whenever we can. It just helps in so many ways.
So there's a race in pathfinder that I just love. The men and women have seperate stats based on huge sexual dimorphism, they get natural spell like abilities, and here's the kicker: 30 foot telepathy with anyone who shares a language. It's pretty great.