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<blockquote data-quote="OneRedRook" data-source="post: 5575045" data-attributes="member: 35028"><p>Instead of thinking of these options as "how much information should a DM tell the players", think of them as some of many options in your bag of tricks, each useful in a given place.</p><p></p><p><em>Make the information available to neither player nor character</em></p><p><em></em></p><p>I think you'll find this is a popular tool for many GMs and groups. Many groups have an understanding - sometimes implicit - that the only information players get about the campaign world is through the eyes (or other sensory apparatus as appropriate) of their characters. It's also what you'd use if you want to create a mystery or problem that needs to be solved in the game - with lots of well-thought out clues if the mystery is central to the campaign's current focus, and maybe fewer clues but harder for something less central.</p><p></p><p><em>Make the information available to both player and character</em></p><p><em></em></p><p>This removes some of the sense of wonder, but places the focus directly on to the consequences of using the McGuffin, so it's well-placed if you've got a cool hook that you want to dive into straight away. It will tend to have the players thinking tactically about the game ("is it worth bringing this out now? Can I get away with it?"), but it can also produce some pretty heroic moments when the PCs know full well what the cost will be for their actions but do it anyway.</p><p></p><p><em>Make the information available to the player, but not the character</em></p><p><em></em></p><p>If you tend to have brainstorming sessions with the rest of the group about what the next campaign will be about, this could be a useful idea. And if the consequence is somewhat offscreen, it could ratchet up the tension for the players, while their characters remain blissfully unaware. For example: "Every three times you use the Tome to provide an answer, the villain can create a doppleganger of you with these advantanges and disadvantages...". Now the players are wondering exactly how and when this is going to show up and complicate the game. On the flip side, it feels like it would be a bit awkward if the stated consequences affected the characters directly.</p><p></p><p>This isn't meant to be definitive or prescriptive, rather just some ideas about how those different options could be used. But I wouldn't think of this in terms of what information the DM <em>owes</em> the players. Rather, it's more about what you (and the group) want to highlight and focus.</p><p></p><p>Also, +1 in general for previous comments above concerning rules and game-mechanical constructs, which mostly should be as advertised on the tin. Not that you should never change this stuff without being upfront, but you'd want to be a lot more careful about the players' plans for their characters.</p><p></p><p>Hroc</p><p>Fun fact: Dwarven darksense comes from the ability to pick up minute vibrations through their beards.</p></blockquote><p></p>
[QUOTE="OneRedRook, post: 5575045, member: 35028"] Instead of thinking of these options as "how much information should a DM tell the players", think of them as some of many options in your bag of tricks, each useful in a given place. [I]Make the information available to neither player nor character [/I] I think you'll find this is a popular tool for many GMs and groups. Many groups have an understanding - sometimes implicit - that the only information players get about the campaign world is through the eyes (or other sensory apparatus as appropriate) of their characters. It's also what you'd use if you want to create a mystery or problem that needs to be solved in the game - with lots of well-thought out clues if the mystery is central to the campaign's current focus, and maybe fewer clues but harder for something less central. [I]Make the information available to both player and character [/I] This removes some of the sense of wonder, but places the focus directly on to the consequences of using the McGuffin, so it's well-placed if you've got a cool hook that you want to dive into straight away. It will tend to have the players thinking tactically about the game ("is it worth bringing this out now? Can I get away with it?"), but it can also produce some pretty heroic moments when the PCs know full well what the cost will be for their actions but do it anyway. [I]Make the information available to the player, but not the character [/I] If you tend to have brainstorming sessions with the rest of the group about what the next campaign will be about, this could be a useful idea. And if the consequence is somewhat offscreen, it could ratchet up the tension for the players, while their characters remain blissfully unaware. For example: "Every three times you use the Tome to provide an answer, the villain can create a doppleganger of you with these advantanges and disadvantages...". Now the players are wondering exactly how and when this is going to show up and complicate the game. On the flip side, it feels like it would be a bit awkward if the stated consequences affected the characters directly. This isn't meant to be definitive or prescriptive, rather just some ideas about how those different options could be used. But I wouldn't think of this in terms of what information the DM [I]owes[/I] the players. Rather, it's more about what you (and the group) want to highlight and focus. Also, +1 in general for previous comments above concerning rules and game-mechanical constructs, which mostly should be as advertised on the tin. Not that you should never change this stuff without being upfront, but you'd want to be a lot more careful about the players' plans for their characters. Hroc Fun fact: Dwarven darksense comes from the ability to pick up minute vibrations through their beards. [/QUOTE]
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