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General Tabletop Discussion
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Giving hints
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<blockquote data-quote="Frozen DM" data-source="post: 2538687" data-attributes="member: 35841"><p>I've experienced both types of hint-catchers as a DM. The group I normally DM for, not always the most focused on the game, would tend to miss even blatant hints. So I would tend to give much more specific hints, usually tied to the character in question. I find that some players just have a hard job getting into the mindset of their character, and sometimes even have trouble "seeing" the campaign world and the normal hints found within. </p><p></p><p>I try to make the hints appropriate to the characters, focusing on areas the characters would be experts in, but not the player. For example, when fighting an undead guardian I would describe his armour as ancient and rusted, while his sword sends up a shower of rust-chips with every blow. I would then turn to the warriors and mention, more specifically, that they realize that sundering such a weapon would likely be easier, due to its deterioration. </p><p></p><p>On the other hand, I've had players that take a hint and practically unravel my entire adventure plot. At one point I had the players tracking down a missing group of young adventurers. The party came to a bridge where they find the bodies of all but one adventurer (a cleric). They also find marks leading out of the water on the far bank. The bridge iteself, is almost 50 feet in height. </p><p></p><p>Based only on this, one player guesses that the other adventurers were ambushed and killed. The cleric fell off the bridge, into the river and died, only to rise from the dead to track down the creatures responsible for the death of himself and his friends. I was pretty shocked, since this was exactly what had happened. I was pretty impressed at how closely he got to the truth.</p></blockquote><p></p>
[QUOTE="Frozen DM, post: 2538687, member: 35841"] I've experienced both types of hint-catchers as a DM. The group I normally DM for, not always the most focused on the game, would tend to miss even blatant hints. So I would tend to give much more specific hints, usually tied to the character in question. I find that some players just have a hard job getting into the mindset of their character, and sometimes even have trouble "seeing" the campaign world and the normal hints found within. I try to make the hints appropriate to the characters, focusing on areas the characters would be experts in, but not the player. For example, when fighting an undead guardian I would describe his armour as ancient and rusted, while his sword sends up a shower of rust-chips with every blow. I would then turn to the warriors and mention, more specifically, that they realize that sundering such a weapon would likely be easier, due to its deterioration. On the other hand, I've had players that take a hint and practically unravel my entire adventure plot. At one point I had the players tracking down a missing group of young adventurers. The party came to a bridge where they find the bodies of all but one adventurer (a cleric). They also find marks leading out of the water on the far bank. The bridge iteself, is almost 50 feet in height. Based only on this, one player guesses that the other adventurers were ambushed and killed. The cleric fell off the bridge, into the river and died, only to rise from the dead to track down the creatures responsible for the death of himself and his friends. I was pretty shocked, since this was exactly what had happened. I was pretty impressed at how closely he got to the truth. [/QUOTE]
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