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General Tabletop Discussion
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Should you clarify information to the detriment of the players?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9226521" data-attributes="member: 6790260"><p>If I believe the players are mistaken about something they, or their characters, should already know clearly, then I will clarify. Even if it means supporting them making a "bad" plan that is likely to cause issues.</p><p></p><p>But--and this is the key thing--I will always give them opportunities to re-appraise their choices. Especially if the characters would know that a particular action is quite dangerous, risky, etc. If I think the players are doing something <em>particularly</em> risky/unwise and suspect they might not actually want to do that, I will use a ritual phrase:</p><p></p><p>"Are you sure you want to do that?" (sometimes just "Are you sure?")</p><p></p><p>This is my subtle-not-subtle way of saying, "I don't know if you're going to be happy about the results if you do that." Often, my players take the warning and reconsider their approach. Occasionally, however, they recognize the warning, and specifically choose to forge ahead anyway. I consider both of these results success on my part. The former means I've successfully communicated with my players, so that they feel comfortable about playing and making choices. The latter means that, when players take serious risks, they already know it, and have made peace with it. This eliminates a huge swathe of potential hurt feelings, frustration, and manipulative player behavior.</p><p></p><p>While it requires finesse, it isn't <em>hard</em>. And the benefits are absolutely worth the effort.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9226521, member: 6790260"] If I believe the players are mistaken about something they, or their characters, should already know clearly, then I will clarify. Even if it means supporting them making a "bad" plan that is likely to cause issues. But--and this is the key thing--I will always give them opportunities to re-appraise their choices. Especially if the characters would know that a particular action is quite dangerous, risky, etc. If I think the players are doing something [I]particularly[/I] risky/unwise and suspect they might not actually want to do that, I will use a ritual phrase: "Are you sure you want to do that?" (sometimes just "Are you sure?") This is my subtle-not-subtle way of saying, "I don't know if you're going to be happy about the results if you do that." Often, my players take the warning and reconsider their approach. Occasionally, however, they recognize the warning, and specifically choose to forge ahead anyway. I consider both of these results success on my part. The former means I've successfully communicated with my players, so that they feel comfortable about playing and making choices. The latter means that, when players take serious risks, they already know it, and have made peace with it. This eliminates a huge swathe of potential hurt feelings, frustration, and manipulative player behavior. While it requires finesse, it isn't [I]hard[/I]. And the benefits are absolutely worth the effort. [/QUOTE]
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Community
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Should you clarify information to the detriment of the players?
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