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<blockquote data-quote="James Gasik" data-source="post: 8575448" data-attributes="member: 6877472"><p>I was once inspired by a Dungeon adventure where it went to great lengths to hide what the monster the players fighting even was, taking cues from the original Alien. I did something similar- the party was forced to travel overland during inclement weather- it was stormy and misty. They came a merchant wagon, stuck in the mud, and the signs of a massacre. I described strange clawed tracks, but not having a ranger, they didn't know what it was, and soon lost the trail in the forest.</p><p></p><p>I kept using hit and run attacks against the party, as something green and fast moving would come out of the woods, attack a player, and then dash back into them. Or when a player on watch went to investigate some noise, they got attacked in the dim light.</p><p></p><p>Eventually the players were looking annoyed and definitely weren't having fun, so I let them get a good look at the thing. It was a troll, of course. They then found it's lair, and turned it into so much flaming goo.</p><p></p><p>That was the moment when I realized denying players information without good reason was a jerk move. As the DM, I am the one who describes the game world to them. If I don't mention something, they don't know it's there. If I vaguely describe an enemy, they don't know what to expect.</p><p></p><p>This can turn an encounter they can defeat easily into a nightmare. I can always use stronger or more monsters when designing encounters. It's trivial for me, as a DM, to trample all over the party. So making a lesser threat more deadly by depriving them of information just feels cheap to me.</p><p></p><p>Sure, it builds tension, and -can- lead to a fun experience. But "gotcha" monsters are the gaming equivalent to a jump scare to me. There has to be a better way to make encounters more memorable than this.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8575448, member: 6877472"] I was once inspired by a Dungeon adventure where it went to great lengths to hide what the monster the players fighting even was, taking cues from the original Alien. I did something similar- the party was forced to travel overland during inclement weather- it was stormy and misty. They came a merchant wagon, stuck in the mud, and the signs of a massacre. I described strange clawed tracks, but not having a ranger, they didn't know what it was, and soon lost the trail in the forest. I kept using hit and run attacks against the party, as something green and fast moving would come out of the woods, attack a player, and then dash back into them. Or when a player on watch went to investigate some noise, they got attacked in the dim light. Eventually the players were looking annoyed and definitely weren't having fun, so I let them get a good look at the thing. It was a troll, of course. They then found it's lair, and turned it into so much flaming goo. That was the moment when I realized denying players information without good reason was a jerk move. As the DM, I am the one who describes the game world to them. If I don't mention something, they don't know it's there. If I vaguely describe an enemy, they don't know what to expect. This can turn an encounter they can defeat easily into a nightmare. I can always use stronger or more monsters when designing encounters. It's trivial for me, as a DM, to trample all over the party. So making a lesser threat more deadly by depriving them of information just feels cheap to me. Sure, it builds tension, and -can- lead to a fun experience. But "gotcha" monsters are the gaming equivalent to a jump scare to me. There has to be a better way to make encounters more memorable than this. [/QUOTE]
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