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Question, RE: DM's wanting players "in the dark"
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<blockquote data-quote="toberane" data-source="post: 260203" data-attributes="member: 4968"><p>A couple of other good reasons to have the DMG:</p><p></p><p>--The Leadership Feat is detailed in there</p><p></p><p>--The prestige classes are detailed there. Even if you wanted to keep your players from reading this information, there are only like, what, six PrCs in the DMG. There are dozens in Dragon Magazine, the Forgotten Realms Campaign Setting, the splatbooks, etc. Most, if not all, of these books have information that is geared toward the players, not just the DMs, and therefore are books that players are likely to read.</p><p></p><p>(Don't want to sound like I'm picking on you, SableWyvern! <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=":)" /> I see your point. I have just been gaming for so long and spent hundreds if not literally thousands of dollars on gaming supplies over the last 20 years. I would hate to have a DM that told me I couldn't read some of those books. Reading the sourcebooks is a large portion of the fun of the hobby, in my opinion. </p><p></p><p>If you are dealing with a group of new players, I can see your point. But that sense of mystery you are trying to create will only last for so long before they have discovered most of the rules in the DMG and have a good idea of the base stats of the monsters in the MM. Once they've played for a few years, the mysteries of the game world are what have to draw the players in, because they've memorized most of the rules by that time.)</p><p></p><p>At any rate, if the DM doesn't want the players to read certain books and the players are fine with that, then everything's peachy. If the players aren't fine with that, then someone else needs to be DM or the disgruntled ones need to find another group. I firmly believe that the type of DM illustrated by the Grumpy Celt in his earlier posts is in the minority, simply because most groups of experienced players would kick him out pretty quick, and he would either find himself without a group to DM or learn to change his attitude to fit into groups better.</p><p></p><p>Most DMs use Rule '0' to make the game more fun for everyone, and the few that don't aren't fit to be DMs.</p><p></p><p>There. I think that covered everything.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="toberane, post: 260203, member: 4968"] A couple of other good reasons to have the DMG: --The Leadership Feat is detailed in there --The prestige classes are detailed there. Even if you wanted to keep your players from reading this information, there are only like, what, six PrCs in the DMG. There are dozens in Dragon Magazine, the Forgotten Realms Campaign Setting, the splatbooks, etc. Most, if not all, of these books have information that is geared toward the players, not just the DMs, and therefore are books that players are likely to read. (Don't want to sound like I'm picking on you, SableWyvern! :) I see your point. I have just been gaming for so long and spent hundreds if not literally thousands of dollars on gaming supplies over the last 20 years. I would hate to have a DM that told me I couldn't read some of those books. Reading the sourcebooks is a large portion of the fun of the hobby, in my opinion. If you are dealing with a group of new players, I can see your point. But that sense of mystery you are trying to create will only last for so long before they have discovered most of the rules in the DMG and have a good idea of the base stats of the monsters in the MM. Once they've played for a few years, the mysteries of the game world are what have to draw the players in, because they've memorized most of the rules by that time.) At any rate, if the DM doesn't want the players to read certain books and the players are fine with that, then everything's peachy. If the players aren't fine with that, then someone else needs to be DM or the disgruntled ones need to find another group. I firmly believe that the type of DM illustrated by the Grumpy Celt in his earlier posts is in the minority, simply because most groups of experienced players would kick him out pretty quick, and he would either find himself without a group to DM or learn to change his attitude to fit into groups better. Most DMs use Rule '0' to make the game more fun for everyone, and the few that don't aren't fit to be DMs. There. I think that covered everything.;) [/QUOTE]
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Question, RE: DM's wanting players "in the dark"
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