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<blockquote data-quote="Dreaddisease" data-source="post: 233913" data-attributes="member: 3548"><p>ON the player end it is nicer for the DM to be descrete when he is giving information. Notes are good but can be problematic when we, as players, vary drastically from what the DM intended. Taking players aside and telling them about situations can help but for the most part the players do get along and most of that information can be shared when you get back (unless there is a IC reason that they can't communicate). </p><p></p><p>For example. My true nuetral rogue became disenchanted with the 2 paladins in the party after they failed to avenge the death of our sorceress who was killed by a thieves guild. (Out of the campaign our DM allows us to roll a new character and decide whether to make a new one or try to get resurrected). So we found another sorceress but forgot to avenge the old one's death. Unfortunately later the DM made all my search checks public knowledge so it was hard to 'teach the paladins a leasson' by letting them fall into traps and whatnot. I did however trigger a few elemental traps and made my evasion check while the other characters had to suffer with the damage. </p><p></p><p>Anyways there are ways to make a it interesting for IC conversations but everytime someone gets up for a mountain dew and someone asks for that person to grab them one doesn't mean the DM has to stop writing his notes or explaining a situation to discuss whether the dew of the mountains would be an appropriate thing to ask for. </p><p></p><p>I guess I do not like the always ON method unless the DM is giving secret information constantly.</p></blockquote><p></p>
[QUOTE="Dreaddisease, post: 233913, member: 3548"] ON the player end it is nicer for the DM to be descrete when he is giving information. Notes are good but can be problematic when we, as players, vary drastically from what the DM intended. Taking players aside and telling them about situations can help but for the most part the players do get along and most of that information can be shared when you get back (unless there is a IC reason that they can't communicate). For example. My true nuetral rogue became disenchanted with the 2 paladins in the party after they failed to avenge the death of our sorceress who was killed by a thieves guild. (Out of the campaign our DM allows us to roll a new character and decide whether to make a new one or try to get resurrected). So we found another sorceress but forgot to avenge the old one's death. Unfortunately later the DM made all my search checks public knowledge so it was hard to 'teach the paladins a leasson' by letting them fall into traps and whatnot. I did however trigger a few elemental traps and made my evasion check while the other characters had to suffer with the damage. Anyways there are ways to make a it interesting for IC conversations but everytime someone gets up for a mountain dew and someone asks for that person to grab them one doesn't mean the DM has to stop writing his notes or explaining a situation to discuss whether the dew of the mountains would be an appropriate thing to ask for. I guess I do not like the always ON method unless the DM is giving secret information constantly. [/QUOTE]
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