Scribble said:I wonder what his "secret assignment" is?
Hear, hear.sinecure said:This is really bad advice. It's as if the world is no longer understandable enough to interact with, players need to know the rules of it to play the game. That's just flat out wrongheaded.
Why would I show the players how a trap works before they... play with the trap to figure out how it works? Test it to bypass it? Or ignore the thing by blowing it up?
Wanna know a secret? Here's the answer, that should help you figure it out.
sinecure said:This is really bad advice. It's as if the world is no longer understandable enough to interact with, players need to know the rules of it to play the game. That's just flat out wrongheaded.
Why would I show the players how a trap works before they... play with the trap to figure out how it works? Test it to bypass it? Or ignore the thing by blowing it up?
Wanna know a secret? Here's the answer, that should help you figure it out.
sinecure said:This is really bad advice. It's as if the world is no longer understandable enough to interact with, players need to know the rules of it to play the game. That's just flat out wrongheaded.
Lanefan said:Sense of mystery as a game feature and design concept seems to be intentionally going out the window one aspect at a time. But why?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.