CreamCloud0
Hero
i personally just take it to mean that a player who is versed in all the potential hazards they may encounter and the solutions thereof is a player who experiences an adventure in very different way to someone who is ignorant of those challenges, sometimes even to the point of being able to overcome any and all difficulty and danger of them before they even need interact with them, many things in DnD have unforseen effects or are not what they initially seem, ignorance of the rules is not meant to make adjudication seem arbitrary to the players but to prevent them from just inputting memorised solutions.But, in the spirit of the request: How should I interpret the statement, "When all the players had all of the rules in front of them, it became next to impossible to beguile them into danger or mischief."? What does it mean to "beguile" players with ignorance of the game's rules? How does this statement differ from black-box adjudication?
i don't recall seeing any of those posts with that intent personally but i would've assumed it was an extension of the 'the answer isn't always on your character sheet' and 'anti-push ability button' crowds, to obscure how the rules work more with the intent of making people forget they are playing a game with numbers and rules to create a more accurate simulation or roleplay experience rather than to challenging the players through ignorace of their options.There are numerous people on this very forum who have said, more than once, that they would prefer that players not even see their own character sheets--that the players just say things they wish to do, and the DM tells them what happens. Hence my phrases like "black box"ing the rules and the like. This is not some insane notion that only exists in my head. Real people want and pursue this, lamenting that player knowledge of the rules has made players "entitled" and other such nonsense.
It's been an undercurrent to D&D for about as long as there's been a thing called D&D. Fudging rolls, for example, is just another facet of that same idea. "Challenging" the players, not by actually giving them a puzzle they need to solve or a height they must reach, but by not allowing them to know how things work nor to connect their actions to the consequences that result.
i could be wrong but that's just my takes on the subjects.