Sure, there are other tools. And any that allow the players to keep thinking that the risks were greater than they actually were involve some sort of misdirection. Because that's what we are talking about here: creating an illusion of danger.
Ooooooor...you don't make an illusion of fake danger, and instead keep the danger grounded in consequences that could actually happen. Which is what I do. My players know I won't kill off their characters forever (and, in exchange, they have promised not to abuse that situation to behave irrationally) unless that's the story they wish to tell. Instead, I have built a world with things the players
care about, stuff that they're excited about, NPCs they enjoy interacting with, opponents they love to hate. Stuff that would harm or threaten those things, people, principles, etc. is so much more meaningful to them, because they
know, truly for certain, that I won't hold back if something goes wrong. By giving away the
illusion of dangers that would not be interesting or entertaining, I have made the (fictive)
reality of dangers that are so.
I can play with my proverbial cards face up.
"Morally objectionable!" Get a grip, man, it's an elf game! This sort of hyperbolic judgemental language is just uncalled-for.
Charlaquin has it covered:
The morally objectionable part isn’t the fudging, it’s the active hiding of it from players because you know they wouldn’t like it.
My words will do no better.
Being a GM by necessity contains a massive amount of metalevel thinking. GM has a different role than the players.
Being a player by necessity contains a pretty massive amount of metalevel thinking too. Especially if you're even passingly familiar with the MM. You almost inherently
have meta knowledge, but only the player is super duper ultra frowned upon for altering their behavior
purely for meta reasons. That's what I'm opposed to.
I have very different gaming experiences than some of you. My players wouldn't grill me over monsters motivations even if I made a stupid move and I wouldn't press my DM for explanations, let alone redress. I completely understand that all tables are different. I'm just a frequently taken aback by how adversarial things appear to be.
There's nothing adversarial about this? I'm confused as to why you would see it as such. Just as DMs ask players to explain how or why something makes sense, don't players do exactly the same thing with DMs? For example, the majority of the time if my players have an idea, I run with it, but sometimes something hitches and I'm not seeing how or why it works, so I ask them to "sell me on it." I likewise welcome, even
expect my players to question anything I do that doesn't make sense to them. Addressing the times and places where that happens is how we keep everyone on the same page.
Then you conceal a whole lot from your friends, acquaintances and loved ones. Shame! Because there's no way you actively reveal everything you do on a daily basis to those you interact with.
...as I said earlier in this thread, I actually prefer to not conceal much of anything. But yes, I do consider many of these things concealed, and generally I strongly dislike such concealment--it is a constant, tiresome, wearying grind to have to remember what I should and should not say, to "keep up appearances," etc. I vastly prefer to be fully candid and forthright with everyone, and have since I was a very small child. I actually got in huge trouble as a kid because, at the time, I couldn't understand why anyone would conceal presents they'd bought for someone else. If you bought a gift for someone, why would you hide it? Give it to them so they will be happy! I eventually learned that there is value in revealing what is concealed at a particularly symbolic or opportune
moment, of course: I learned that such forthrightness requires
tact. But that overall pattern of "you should not conceal things, you should be candid and forthright about most things" has remained.
Except not. It's not concealing, since concealing requires active hiding, which is not going on.
Not at all. To use the oh-so-commonly invoked example: does not the magician performing a card trick
conceal how the trick works from the audience purely by
not telling them how the trick works?
Say a DM decides that dragon breath doesn't need a recharge roll, they can just do it every round, even though the game tells players it needs a die roll. If they don't tell the players this, it is concealed from them. Does that make it cheating? Should DMs not be able to conceal a lot about the game from the players?
Since I must apparently repeat this every time:
The players can discover the map. They might fail to uncover all of it, by choice or by happenstance--that's fine, plenty of concealed stuff never gets discovered. But it is, in principle, always possible for them to learn all the information relevant to their interests about that. Likewise, BBEG plans. My players know there are bad guys and that they have plans. They take actions to learn what those plans are, and in principle it is always possible for them to learn the full extent of those plans. There is never a situation where I, as the DM, attempt to
prevent them from discovering that information.
You have, absolutely, shown that there are things DMs conceal. The concealment
alone is not the issue. Concealment
and preventing the players from knowing about it is the issue.
Like, this ties into another, related issue I have with D&D stuff: the way perception rolls are handled. Specifically, that failed perception rolls are
stinky rotten garbage. It's either necessarily concealed rolls, fostering player distrust of the information provided to them, or open rolls, where players are now forced into the crappy metagame decision of "I-as-a-player know this information is false, but I-as-a-character do not." Which is why, should I ever run proper D&D as opposed to DW, I'll always roll my perception checks in the open...but make sure that the
results of a failed perception check are not "you don't notice anything," but rather
you notice something bad. That, as noted above, eliminates the issue with illusory danger. The danger becomes "real" (within the fiction) because the players can
trust the result of the roll.
Apparently if I draw a map of a dungeon and don't reveal it to the players, I'm deceiving them. And if I don't divulge the NPC elf's alignment, motivation, treasure, spells, and every other piece of info about him, that's concealment and I'm deceiving the players!!
See above. Those things are concealed
but learnable. Fudging, by definition and by explicit request from most people who DO tolerate/like it, is
not learnable. And that is where the
active part comes into play. You must do it, and yet prevent the player from
knowing that you do it: for those who like it, you do so because they (almost always)
want you to conceal it; for those who dislike it, because you know it will
upset them if they find out. Either way, actively working to ensure players cannot learn about it.