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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Bedrockgames" data-source="post: 7579921" data-attributes="member: 85555"><p>I am very sympathetic to this view. It is my own personal preference on the matter (because I've always liked investigations and monster hunts). So I actually don't disagree with you. If we were playing at the same table, I'd probably be on the same side of this issue as you (at least in terms of the fundamental issue behind this). The only point I would raise though, I have met a lot of players who are very adamant about separating player and character knowledge. Not everyone is there for the direct solving of the puzzle. Some people want to literally feel like they are their character, some people want their character to fulfill their conception of the character. </p><p></p><p></p><p></p><p>I think we are in agreement here. I do get that there is an alternative point of view on the matter and it seems to have a lot of currency. But I think with trolls is would be much better to give them some kind of shifting weakness that players can't know just by reading the Monster Manual. Again, I'd point to the Van Richten books because in a lot of ways those were meant to solve this very problem. Ravenloft was basically using them make hunting monsters a viable, regular type of adventure. And that did tend to get dull once players knew how to kill every monster (seriously what player doesn't know about silver and werewolves, phylacteries and liches, stakes and vampires?). Those books totally reinvigorated my ability to run that classic horror campaign of the monster hunter.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7579921, member: 85555"] I am very sympathetic to this view. It is my own personal preference on the matter (because I've always liked investigations and monster hunts). So I actually don't disagree with you. If we were playing at the same table, I'd probably be on the same side of this issue as you (at least in terms of the fundamental issue behind this). The only point I would raise though, I have met a lot of players who are very adamant about separating player and character knowledge. Not everyone is there for the direct solving of the puzzle. Some people want to literally feel like they are their character, some people want their character to fulfill their conception of the character. I think we are in agreement here. I do get that there is an alternative point of view on the matter and it seems to have a lot of currency. But I think with trolls is would be much better to give them some kind of shifting weakness that players can't know just by reading the Monster Manual. Again, I'd point to the Van Richten books because in a lot of ways those were meant to solve this very problem. Ravenloft was basically using them make hunting monsters a viable, regular type of adventure. And that did tend to get dull once players knew how to kill every monster (seriously what player doesn't know about silver and werewolves, phylacteries and liches, stakes and vampires?). Those books totally reinvigorated my ability to run that classic horror campaign of the monster hunter. [/QUOTE]
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