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General Tabletop Discussion
*Dungeons & Dragons
player knowlege vs character knowlege (spoiler)
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<blockquote data-quote="Ovinomancer" data-source="post: 8059948" data-attributes="member: 16814"><p>You have it wrong. I don't match wits against my players OOC knowledge, I don't care about it. I make changes to my game because it helps me present the kind of challenges I want to present, not because the players might know something. I work to make challenges, both in an out of combat, dynamic and interesting on their own and not because of secret gimmicks.</p><p></p><p>I often tell players outright what the monster's stat blocks say if it would be something that would be apparent. I do this for custom critters and MM ones. I overshare like crazy, including often outright stating how some things are or what a result is. This has made my games work better, faster, and with more engagement. You might have different outcomes, but please don't suggest that my approach (which I share with [USER=6779196]@Charlaquin[/USER] in large part) is more adversarial. One of my core play principles I stole from PbtA games -- be a fan of the PCs.</p><p></p><p></p><p>Let's be clear, playing through your character "discovering" trolls are weak to fire is pretty much not thrilling at all after maybe the 1st time through. Pretending you don't know that NPC is a lich doesn't make a later betrayal because, well, lich any more thrilling. Let's not imagine that players really love pretending to know things they don't know, or, at least, let's not pretend this is more thrilling that finding out what happens in the game without pretending.</p><p></p><p></p><p>Isn't this policing the players, not the action declarations? I certainly wouldn't deal with a violation of a table rule by policing the action declarations, I'd have a talk with the player.</p><p></p><p>I get this, but then it doesn't feel like extra work to me because it's the work I'd put in anyway. It just so happens to also do the other things.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8059948, member: 16814"] You have it wrong. I don't match wits against my players OOC knowledge, I don't care about it. I make changes to my game because it helps me present the kind of challenges I want to present, not because the players might know something. I work to make challenges, both in an out of combat, dynamic and interesting on their own and not because of secret gimmicks. I often tell players outright what the monster's stat blocks say if it would be something that would be apparent. I do this for custom critters and MM ones. I overshare like crazy, including often outright stating how some things are or what a result is. This has made my games work better, faster, and with more engagement. You might have different outcomes, but please don't suggest that my approach (which I share with [USER=6779196]@Charlaquin[/USER] in large part) is more adversarial. One of my core play principles I stole from PbtA games -- be a fan of the PCs. Let's be clear, playing through your character "discovering" trolls are weak to fire is pretty much not thrilling at all after maybe the 1st time through. Pretending you don't know that NPC is a lich doesn't make a later betrayal because, well, lich any more thrilling. Let's not imagine that players really love pretending to know things they don't know, or, at least, let's not pretend this is more thrilling that finding out what happens in the game without pretending. Isn't this policing the players, not the action declarations? I certainly wouldn't deal with a violation of a table rule by policing the action declarations, I'd have a talk with the player. I get this, but then it doesn't feel like extra work to me because it's the work I'd put in anyway. It just so happens to also do the other things. [/QUOTE]
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