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<blockquote data-quote="iserith" data-source="post: 8267351" data-attributes="member: 97077"><p>My honest answer is I wouldn't care. Players replay my one-shots frequently. They already know what's around the next corner as if they've read my notes. I have a great deal of experience with this. It's never been an issue since I started running one-shots back in D&D 4e days.</p><p></p><p>As well, I include a fair amount of randomly generated content anyway. So sure, go ahead, read the roll tables in my notes. It's not going to help you very much. Even I don't know exactly what the dice will produce in the moment. Read the stat blocks of the monsters if you want, too. You might be able to hone in on the best damage type to deal - if you even <em>have </em>that option - but someone in the group may be able to just figure that out by attempting to recall lore about the monster. We'll likely get to the same answer either way.</p><p></p><p>Look, I get it that some people consider all this cheating and it's an outright offense to someone's ethics, morality, or identity. You can tell by the obvious annoyance in their objections - "We're not the sort of terrible, unethical people who do this." Sure. But if you strip away all that tradition and habit and look at it from a pragmatic standpoint, you really can design your games in ways that disincentivizes the behavior (since it's unreliable at best) and controls for other aspects that takes away the value of foreknowledge. In the doing, you make your game practically bulletproof without the need for specific table rules to deal with it.</p><p></p><p>Or, whatever, call people "cheaters." Whatever you think is more effective.</p></blockquote><p></p>
[QUOTE="iserith, post: 8267351, member: 97077"] My honest answer is I wouldn't care. Players replay my one-shots frequently. They already know what's around the next corner as if they've read my notes. I have a great deal of experience with this. It's never been an issue since I started running one-shots back in D&D 4e days. As well, I include a fair amount of randomly generated content anyway. So sure, go ahead, read the roll tables in my notes. It's not going to help you very much. Even I don't know exactly what the dice will produce in the moment. Read the stat blocks of the monsters if you want, too. You might be able to hone in on the best damage type to deal - if you even [I]have [/I]that option - but someone in the group may be able to just figure that out by attempting to recall lore about the monster. We'll likely get to the same answer either way. Look, I get it that some people consider all this cheating and it's an outright offense to someone's ethics, morality, or identity. You can tell by the obvious annoyance in their objections - "We're not the sort of terrible, unethical people who do this." Sure. But if you strip away all that tradition and habit and look at it from a pragmatic standpoint, you really can design your games in ways that disincentivizes the behavior (since it's unreliable at best) and controls for other aspects that takes away the value of foreknowledge. In the doing, you make your game practically bulletproof without the need for specific table rules to deal with it. Or, whatever, call people "cheaters." Whatever you think is more effective. [/QUOTE]
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