I just give a general description of the room, and let the players initiate a request for further details. That's part of exploration that is on the shoulders of the players.
I think having to fill in the gaps for every room or encounter would start getting tedious after a while for most people. The novelty of this approach would wear off rather quickly.
Right. But it appears that at least two people in this thread have had bad experiences with some GMs. And I'm trying to emphasize, that this isn't normal.
It seems that a lot of the arguments stem from the assumption that the player has no idea what the pact requirements and consequences are. If the DM is upfront and clear about the requirements, and potential consequences, the player can make an informed decision.
But this assumes the GM is...
To let the players control the narrative is potentially game breaking.
GM: "you open the door. What do you see"
Player: I see 10 chest filled to the brim with gold pieces and all 7 pieces of the rod of seven parts".
All I did was explain my opinion and reasoning in my first post.
If you're interpreting that as me saying that you are having bad wrong fun, that's on you.
Play the way you want.
No, the answer is that different classes have different requirements.
Lords, thieves guilds, and managers are not the same as gods They are not equivalent.
And I have played games where rogues had obligations to the local thieves guild, and fighters to their Lords.
A lot has been said about this subject.
I won't add anything new other than to say that I'm in the camp of - if you're going to play a Warlock, Paladin or Cleric, you should accept the "obligations" that go with it.
Players should expect that if they ignore, or actively go against those...