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DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="aco175" data-source="post: 8392032" data-attributes="member: 27385"><p>I tend to tell the players a lot of what is going on. Like what [USER=6801228]@Chaosmancer[/USER] said, the PCs grew up in the world and live there, while the players play once a week for a few hours and do not have all the rules memorized or can even remember the mage that hired them a few weeks ago. Things like fire erupting from his weapon to deal +1d6 fire damage, or casting a spell on himself that seems like he is moving faster are fine to me. The players need to have more knowledge, where the PC would be able to sense things that I may not be telling the players. </p><p></p><p>I also tell them that he has 'cool monster power' that lets him do something that PCs cannot. The players know that monsters can have anything. They tend to come up with ideas on what it is, but generally not.</p></blockquote><p></p>
[QUOTE="aco175, post: 8392032, member: 27385"] I tend to tell the players a lot of what is going on. Like what [USER=6801228]@Chaosmancer[/USER] said, the PCs grew up in the world and live there, while the players play once a week for a few hours and do not have all the rules memorized or can even remember the mage that hired them a few weeks ago. Things like fire erupting from his weapon to deal +1d6 fire damage, or casting a spell on himself that seems like he is moving faster are fine to me. The players need to have more knowledge, where the PC would be able to sense things that I may not be telling the players. I also tell them that he has 'cool monster power' that lets him do something that PCs cannot. The players know that monsters can have anything. They tend to come up with ideas on what it is, but generally not. [/QUOTE]
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DM's: How transparent are you with game mechanics "in world?"
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