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<blockquote data-quote="Maxperson" data-source="post: 6817323" data-attributes="member: 23751"><p>Open communication is not required. Simple communication is. I don't need to tell the player my hidden plans. Once I know what the PC concept is, I will also know if and what the potential conflict is. Then I can usually cure it purely on my side the the player will never know. If it's problematic, I can discuss with the player the concept and see if the player is open to changes. Usually, the player has a dozen awesome concepts he wants to try and my players know that if it was fixable on my side it would be, so they generally don't have an issue with tweaking the current concept or picking a new one. The number of time this hasn't worked out requires me no fingers to count. Transparency is not required to avoid these issues.</p><p></p><p></p><p>That's a personality issue. My wife also hates surprises, even to the point of often just telling me what she wants for holidays. For myself, it would ruin most of the enjoyment to know in advance. She reads TV show and movie spoilers. I go out of my way to avoid any chance of coming across them. </p><p></p><p>The key is to find like minded players and have a great time. My players really enjoy the mystery behind not knowing everything. You and those you play with likely don't enjoy things like that and want to know everything. That's okay. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>I only reference bad DMs because good and average ones will take mistakes and learn from them, so their mistakes are an acceptable part of the game.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 6817323, member: 23751"] Open communication is not required. Simple communication is. I don't need to tell the player my hidden plans. Once I know what the PC concept is, I will also know if and what the potential conflict is. Then I can usually cure it purely on my side the the player will never know. If it's problematic, I can discuss with the player the concept and see if the player is open to changes. Usually, the player has a dozen awesome concepts he wants to try and my players know that if it was fixable on my side it would be, so they generally don't have an issue with tweaking the current concept or picking a new one. The number of time this hasn't worked out requires me no fingers to count. Transparency is not required to avoid these issues. That's a personality issue. My wife also hates surprises, even to the point of often just telling me what she wants for holidays. For myself, it would ruin most of the enjoyment to know in advance. She reads TV show and movie spoilers. I go out of my way to avoid any chance of coming across them. The key is to find like minded players and have a great time. My players really enjoy the mystery behind not knowing everything. You and those you play with likely don't enjoy things like that and want to know everything. That's okay. :) I only reference bad DMs because good and average ones will take mistakes and learn from them, so their mistakes are an acceptable part of the game. [/QUOTE]
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