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Passing notes at the table
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<blockquote data-quote="buzz" data-source="post: 3651041" data-attributes="member: 6777"><p>I was the guy arguing against note-passing in the other thread, so obviously I voted "no." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Basically: </p><p></p><p>a) I trust that the players in my group are mature people who can separate IC and OOC knowledge when appropriate. The guy playing the paladin should be able to hear the guy playing the rogue talk about doing something rogue-y and then <em>not</em> use that info to act like a dickweed. If they can't do this, I don't want to play with them.</p><p></p><p>2) Passing notes (or, similarly, private sidebars with the DM) is, for the most part, concealing your play from the other people at the table. By concealing your play, you're preventing them from being entertained by your play. Given players in an RPG are as much audience as they are participants, keeping them in the dark is, IMO, really un-fun. It's like seeing only half a movie.</p><p></p><p>Not to mention, you're also eliminating lots of possibilities for cool roleplaying moments, e.g., the paladin's player making grand speeches about his good friend the Honest Rogue, when everyone at the table knows the paladin, IC, is totally oblivious to the rogue being a total scoundrel. These moments cannot happen if everyone is restricted to "only what their character knows."</p><p></p><p>FWIW, I'm not arguing against any secrecy whatsoever at the table. Obviously, discovery and exploration is a big part of D&D, so you can't have everything be transparent. Nonetheless, IME, play is a lot more fun when players "share the awesome" instead of hoarding it for themselves. I.e., really cool moments that only the DM and one other person can appreciate are, in fact, not really cool at all. They are grade-A lame in my book.</p></blockquote><p></p>
[QUOTE="buzz, post: 3651041, member: 6777"] I was the guy arguing against note-passing in the other thread, so obviously I voted "no." :) Basically: a) I trust that the players in my group are mature people who can separate IC and OOC knowledge when appropriate. The guy playing the paladin should be able to hear the guy playing the rogue talk about doing something rogue-y and then [I]not[/I] use that info to act like a dickweed. If they can't do this, I don't want to play with them. 2) Passing notes (or, similarly, private sidebars with the DM) is, for the most part, concealing your play from the other people at the table. By concealing your play, you're preventing them from being entertained by your play. Given players in an RPG are as much audience as they are participants, keeping them in the dark is, IMO, really un-fun. It's like seeing only half a movie. Not to mention, you're also eliminating lots of possibilities for cool roleplaying moments, e.g., the paladin's player making grand speeches about his good friend the Honest Rogue, when everyone at the table knows the paladin, IC, is totally oblivious to the rogue being a total scoundrel. These moments cannot happen if everyone is restricted to "only what their character knows." FWIW, I'm not arguing against any secrecy whatsoever at the table. Obviously, discovery and exploration is a big part of D&D, so you can't have everything be transparent. Nonetheless, IME, play is a lot more fun when players "share the awesome" instead of hoarding it for themselves. I.e., really cool moments that only the DM and one other person can appreciate are, in fact, not really cool at all. They are grade-A lame in my book. [/QUOTE]
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