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<blockquote data-quote="Imaculata" data-source="post: 7742088" data-attributes="member: 6801286"><p>I think you could prevent this issue entirely by just allowing your players to do what ever they want to do. If they as players suspect an ambush, they are more than welcome to respond accordingly, or at least investigate. After all, the DM wouldn't throw in some random rustle-sound unless it was important.</p><p></p><p></p><p></p><p>I would say that a DM should always be allowed to say something along the lines of: "<em>You hear a soft rustle in the leafs. It could be some small forest animal by the sound of it.</em>"</p><p></p><p></p><p></p><p>I think what a character knows/recalls/reasons is always a matter of both player and DM input. Sometimes the character knows more than the player, and so the player is reliant on the DM to provide that information. Sometimes the player fills in some of the blanks themselves, without DM input. Sometimes the player simply forgets something, and needs a reminder from the DM, because it is something their character would remember.</p><p></p><p>The skills are there for when there is doubt about what the character knows/remembers/reasons.</p><p></p><p></p><p></p><p>I completely disagree. I think in fact a lot of suspense can be created due to the player knowing more than their character (similar to the way the audience watching a suspense movie, often knows more than the characters in that movie). Just because you as a player suspect that the rustle is more than just a harmless forest animal, does not mean that you are required to play out your character that way. Sometimes its even a lot of fun to do the thing that everyone else at the table thinks you shouldn't be doing.</p><p></p><p>For example, I ran a Call of Cthulhu campaign in which two players were breaking into a house at night. Just as they were about to leave, they heard a sound from upstairs... they pondered whether they should investigate. But despite the rest of the players begging them not to go upstairs, of course they did! And boy was it suspenseful. Then when I surprised them with a sudden loud noise of a grandfather clock, some players nearly jumped off their seat.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7742088, member: 6801286"] I think you could prevent this issue entirely by just allowing your players to do what ever they want to do. If they as players suspect an ambush, they are more than welcome to respond accordingly, or at least investigate. After all, the DM wouldn't throw in some random rustle-sound unless it was important. I would say that a DM should always be allowed to say something along the lines of: "[I]You hear a soft rustle in the leafs. It could be some small forest animal by the sound of it.[/I]" I think what a character knows/recalls/reasons is always a matter of both player and DM input. Sometimes the character knows more than the player, and so the player is reliant on the DM to provide that information. Sometimes the player fills in some of the blanks themselves, without DM input. Sometimes the player simply forgets something, and needs a reminder from the DM, because it is something their character would remember. The skills are there for when there is doubt about what the character knows/remembers/reasons. I completely disagree. I think in fact a lot of suspense can be created due to the player knowing more than their character (similar to the way the audience watching a suspense movie, often knows more than the characters in that movie). Just because you as a player suspect that the rustle is more than just a harmless forest animal, does not mean that you are required to play out your character that way. Sometimes its even a lot of fun to do the thing that everyone else at the table thinks you shouldn't be doing. For example, I ran a Call of Cthulhu campaign in which two players were breaking into a house at night. Just as they were about to leave, they heard a sound from upstairs... they pondered whether they should investigate. But despite the rest of the players begging them not to go upstairs, of course they did! And boy was it suspenseful. Then when I surprised them with a sudden loud noise of a grandfather clock, some players nearly jumped off their seat. [/QUOTE]
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