Ok... I can see where you are coming from. But that didn't happen here.
I am not asking for advice about how to make sure the PCs succeed. I am not really asking for advice at all. I am trying to understand why PCs refuse to answer direct questions from NPCs they have no reason to distrust. Its a phenomenon I have seen in many games, most of which I am not even a participant in, and it always baffles me.
Now, once I have an answer for this, maybe I can implement it into advice for games in the future. But, IMO, the advice of "don't question it, just break character and tell the PCs to give up the info OOC" is not satisfying to me and, imo, will lead to worse games for everyone involved.
The arguments in this thread are, for the most part, almost entirely about my vocabulary (or lack thereof) rather than anything that actually happened in the game.
I mean, I totally get where you are coming from, I admit that I am stubborn and defensive, and that I often refuse to admit I am wrong.
The problem is, in this particular case, as I said in my previous post, this isn't really about right and wrong, it's about a spectrum with no perfect answer. For example, Brian was kind of glum that he was unable to get the Seelie on his side, but he didn't actually get upset until I told him what he should have done. That's the problem... this session I "go wrong" by not holding the PCs hands enough, but next session I "go wrong" by holding the PCs hands too much. There is no one "right way" here.
Did this actually happen in this thread? If so, I missed it.
I fully admit that my summarizing details aren't great, and in an effort to keep my posts concise and readable I leave out details that later become relevant, but I don't think that is the case in this thread? What are you thinking of that was wrong in my initial summary?
Yes. But I would say that falls under describing the scene using in character knowledge, not imparting OOC knowledge for metagame reasons.
It's interesting where you draw the line though; like for example, if a player intentionally gives you what you think is a really bad tactical plan, do you step in and warn them because their character should know better even if the player thinks its a great idea?
White Wolf claims that it is a "story game" but it really isn't, it's a traditional RPG with more emphasis on the social pillar than most of its predecessors.
I totally agree.
Which is why I am pushing back against the idea that the correct way to react to the player's making mistakes is to break character and provide them with the OOC solution as a general principle, rather than something to be done as a last resort when the game is about to go majorly off the rails, which is absolutely did not during the session in question.
I mean, that is phrasing it in the least charitable way possible for everyone involved, but that is essentially correct.