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Guest 6801328
Guest
"My Uncle Milo told me you have to burn trolls! Get the torches ready!!!!" Simple.
The character not knowing something is perfectly fine at times. But at others, it's just silly. Because the issue is that no matter what you do, the player is acting on the knowledge that trolls die by fire.
And has been pointed out in many threads, trying to police player thought is both futile and corrosive.
Let's say you have a player who claims to be new, and they immediately use fire on trolls. You ask why and the player shrugs and says, "I don't know. Seemed fun." The DM squints suspiciously. Is he really a new player? But what can you do?
You might think that's an unlikely edge case. But let's say you're in an WotC adventure path, and a player just happens to not only refuse to "use Insight"...despite repeated DM promptings...on an NPC who is secretly the bad guy, but then attacks that NPC before the party can be betrayed. You ask why and the player shrugs and says, "I just didn't trust him." Did the player read the book? Are you really going to confront him/her about it?
Not only can you not tell what is going on inside the players head, you really want to avoid teaching your players that they should probably keep their thoughts to themselves because "wrong thoughts" will be punished. Wouldn't you rather have a game where players don't feel they have to hide things?
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