mkletch
First Post
ConcreteBuddha said:The first type of DM has oodles of notes on everything in he campaign world, including magic items. This type of DM does not let the players know anything about their magic items except by the strict definition of the Identify and AD spells. This type of DM is authoritarian when it comes to metagaming, and doesn't let the players ever have the chance to fully know the properties of their magic items (unless the PCs create the items). Cursed items are a real pain for the players and the game bogs down during combats due to the DM fiddling with notes.
The other type of DM does not want to be bothered keeping track of the loot for the players. This DM shares the responsibility with the players because the sheer amount of work required. Cursed items never actually represent a danger, but combats never drag because the players all know what their stuff does. Metagaming is more of a problem, however, because magic items tend to be straight out of the DMG.
All in all, I prefer the second style of playing because I like it when players help out with DMing and take charge of their characters and the gaming world in general. My gaming group is comprised of adults, who are fully capable of separating in-game knowledge from player knowledge.
Just from the descriptions, one could tell that you preferred the second method. Look at it this way: a DM with notes, etc. is more consistent. Once you learn something, you can be certain that it will remain the same. In a free-for-all, the DM is usually too scatterbrained to even keep notes, even if he wanted to! That has been my experience. Although I DM via notes, I play either and don't mind, as long as everybody knows the changes from the core rules up front.
As for why I DM with notes and cut out metagaming, I want to build a world, something with detail and a life of its own. For random hackfest, I'll play a CRPG. However, I do let the players experiement with items. THe one guy just found a returning dagger, and discovered that by playing with it. I tend not to use flat-out cursed items, though items with many powers may have some drawbacks. In any case, the players were too paranoid (some are 15+ year gamers) to use items without knowing the whole story on their items, so they would sit in a sack until they could get back to a city.
I guess I originally responded wrong. I do modify identify a little - it reveals if there are additional powers to an item, not leave it up to guesswork. So if you identify a +1 wounding sword, you'll get "+1 with additional powers" for your result.
As for identify being too much work, how much work is it to write down:
dagger ??
Identify it, erase the "??" and fill in:
dagger +1, plus ??
Then later, adjust to:
dagger +1, returning
Wow, if that's too much work, maybe you should lie down and take a rest between typing each line of text in your caustic reply.

-Fletch!