Hriston
Dungeon Master of Middle-earth (He/him)
That's true, because in the situation where my players are lost but I tell them they are not, I would be lying to them and never lying to my players is one of my DM principles.
I don't see the benefit of putting my players in that situation. I can put them in the situation where they don't know if they are on the right or the wrong path and that seems sufficient to me.
You keep throwing around this veiled accusation of lying to the players. I don’t tell the players that the party isn’t lost. I tell them they’ve arrived in a new area. I don’t see how this is any different from not telling them whether they are on the correct path or not, or letting them be lost without them knowing it, which is the result that I said was excluded by your approach to which you then responded. It seems now that you do the exact same thing, but I have no idea how since you also say it’s lying, which you never do. For the record, I don’t lie to my players either.
Yes, I sometimes do rolls and don't tell my players what I roll for, too. That is for situations where rolls need to be done without players stating an actual action with a doubtful outcome.
Maybe you can give me an example because I’m not really sure what you’re talking about here.
The situation at hand doesn't change anything about how I handle the situation, it's always the same handling for me.
The result of a fail might differ depending on what my players want to accomplish, though. Making them come to a crossroads might just be a narration I come up with because they failed their survival checks and need some player input on what they do (because another principle of mine is to never make PCs do something the player didn't state). I might also use the map and put a circle on it with the circle's size depending on the survival roll's result and then ask them to tell me the hex field they want to move to. Whatever I think is currently most fun in the situation.
For me the discussion is more a matter of general handling. Because there can be an unlimited amount of different situations. And not only that. The players also have unlimited ways in how they state what they do and what they want to accomplish. So looking just at one specific situation often doesn't help much. You need easy to understand principles you can apply on the fly that make you feel confident that they are a good way to make everyone enjoy the game.
That’s fine, but the particular situation I’m interested in talking about in this thread is one in which the party is at risk of becoming lost depending on the result of the party navigator’s Wisdom (Survival) check, and whether keeping the result of that check secret so as not to tip off the players in the event of a failure is a valid method on the part of the DM. I think it can be, not so as to deceive the players, but rather to enhance the sense of the unknown.