But it's blindingly obvious if the player is making a skill roll to jump across a pit that they will fall if they fail, there is no need to state it, and quite frankly it's an insult to the player's intelligence to do so.
So there are two possibilities: either the consequence of failure is obvious, or the consequence of failure will only be revealed if it happens. In either case, there is no reason for the DM to say anything until it actually happens.
The first of these quotes doesn't describe how I prefer to GM a game.Since the character would see a cat, see a beam and reasonably obvious to them that falling off would have a chance to fall into said , it seems like this is challenging the assertion with an example that fits the category of "what character would know."
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Unlike movies, the player is a participant, not just a viewer. So, I dont need to hand them outside info to ramp up drama. I want the drama to come thru and from the character and that perspective
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Unless it's something mysterious or unknown they should get an idea from the scene just like their characters do.
The second is closer - but I think (given my preferences) that the connection between the character and the scene should be more "intimate" than what I am getting from 5ekyu's post. It's not just that the player gets an idea from the scene - but what's at stake in the scene should be something that issues from the character.
So the example that was given upthread, of discovering without "telegraphing" or implication, that disturbing the magic circle sends you to the far north, wouldn't be something I would do in a game in which location/geograph has any great significance.
The vat wouldn't be filled with acid, nor the pit illusory, without that having some logic in the situation not as conceived by the GM in secret but as conceived by the player in relation to the character.
This sounds like a game in which the GM is wielding very great control over the outcomes.That's the point of not telling them: let them assume. If they assumed wrong, that's their fault. Life aint predictable, and sometimes failing might lead to a better outcome than success.