We aren't sure. But, we are sure it would be there if the player knew the information. And if the player doesn't know the information, then there is a better chance they will respond how they think their character would. It's not a crazy idea.
Yeah, but "it isn't crazy", is a pretty low bar.
It goes back to the argument of whether a player should use their knowledge of the Monster Manual to increase the efficiency of their attacks. ...
Yet, what we are discussing is a bit more subtle, no?
If what we are talking about is more subtle, then it doesn't go back to that less subtle case, no.
The fact that a player cannot be surprised if they know the secret. And yes, it can go all sorts of ways depending on the circumstances.
Which is a central point.
I was playing NPCs for a live-action game once, in which the GMs set up a game of noir-era archaeology, intrigue, skullduggery, and politics in pre-WWII Egypt. And then... whoops! The entire game is transported back in time thousands of years!
Between one session and the next, they lost a third of the player base, as people who had engaged expecting one type of play, and built characters and spent resources on it, found their expectations violated and resource expenditures lost.
From this comes a basic tenet to follow - screw with the characters, not with the players. If that means making sure they are okay with a "secret", and thus cannot be surprised by it, then that's what you do.






