L
lowkey13
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*Deleted by user*
Does anyone actually care if the players know a given NPC's statblock? Seriously?
I think there's a lot to be said for asking the players to tell you why their PCs are where they are, and/or what they hope to be doing.
(snip)
Perhaps I'm underestimating the intricacy of some of these games that you and others are talking about. My judgements are based on what I've played myself, and what I've read (both modules for games, and reports by others of their play). I just don't see how extensive note-taking is necessary. And I don't see how, if the players aren't taking note of things that they might want to leverage, the GM taking notes is somehow necessary or even helpful to bringing about such leveraging.
To me, this seems to reinforce the points being made by @Hussar and @Ovinomancer: if the reason GMing is hard is because no one wants to adopt play techniques that might make it easier, then those people only have themselves to blame.
Conversely, if people want to make GMing easier there are obvious ways to go about that that (as far as I can see) are easily adaptable to 5e D&D.
5e has backgrounds, personality traits, ideals, bonds and flaws and many of their AP's provide backgrounds that strengthen the ties between characters and the AP's. The current debate is about sharing ongoing prep not only at character creation.
IME, people generally do know what they want. They may not want to admit it, perhaps they haven't experienced it, but revealed preferences are a heck of a thing.
More often than not, we need to be very, very, very careful when we make this statement. Because it tends to be spoken with either an implied or explicit additional statement, "People don't know what they actually want (because if they did, they would want the same thing I do ... silly people!)."
It's rarely a good thing to say that other people are the ones that don't know what they want- most people, at a minimum, are pretty confident that they know themselves better than someone telling them that they don't really know themselves.
That's one way to look at it. Another way is that TTRPGs tend to not be filled with a completely homogeneous group of players/GMs, and as such, games that offer multiple experiences that are pleasing to the entire group usually are preferred to games that intensely cater to a single preference.
Put another way, a place might make the best hamburger in the world. But if you're not in the mood for burgers, or if you're in a group with some vegans, maybe you choose a different restaurant that satisfies everyone in the group.
If everyone always wants burgers, that's great! But not all tables have that luxury.
My dream of subsisting only on cookie dough? Alas, discarded.