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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Bedrockgames" data-source="post: 7579925" data-attributes="member: 85555"><p>There are always preferences on these matters. Personally, I just have to say, I don't see the fun of simulating a vampire hunt, nor do I see the fun of knowing monster weaknesses that are something of a secret in the campaign. I can understand if a character class has something like 'know monster weakness' as a feature. That is one thing. But my view is probably closer to Pemerton's on this matter, which is these monsters should be done in the style of Ravenloft in the core game and there should be more variety that is placed in the hands of the GM when it comes to figuring out their weaknesses and solutions to combatting them. I've just seen how these kinds of creatures can go from being amazing bad guys to boring once the players know the solution. </p><p></p><p>I think calling it the troll vulnerability 'mini-game' really misses the magic of what is going on with these kinds of creatures. It isn't a mini-game. A mini-game, to me, suggests mechanics. Their vulnerability is a feature that can, in the right circumstances, become a whole adventure unto itself. It is a trope, not a mini-game (monster is invulnerable except for X, and the hero has to figure it out or face terrible doom----or run away).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7579925, member: 85555"] There are always preferences on these matters. Personally, I just have to say, I don't see the fun of simulating a vampire hunt, nor do I see the fun of knowing monster weaknesses that are something of a secret in the campaign. I can understand if a character class has something like 'know monster weakness' as a feature. That is one thing. But my view is probably closer to Pemerton's on this matter, which is these monsters should be done in the style of Ravenloft in the core game and there should be more variety that is placed in the hands of the GM when it comes to figuring out their weaknesses and solutions to combatting them. I've just seen how these kinds of creatures can go from being amazing bad guys to boring once the players know the solution. I think calling it the troll vulnerability 'mini-game' really misses the magic of what is going on with these kinds of creatures. It isn't a mini-game. A mini-game, to me, suggests mechanics. Their vulnerability is a feature that can, in the right circumstances, become a whole adventure unto itself. It is a trope, not a mini-game (monster is invulnerable except for X, and the hero has to figure it out or face terrible doom----or run away). [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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