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General Tabletop Discussion
*TTRPGs General
Revealing monster secrets to the Players (after the battle)
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<blockquote data-quote="Cbas10" data-source="post: 1289187" data-attributes="member: 6459"><p>I don't have as much of a problem with this; my players know all too well that anything I use is purely WotC or Dragon/Dungeon magazine (not a WotC-Nazi; rather I don't care to spend all kinds of money on a huge library of stuff I will rarely use). Any strange variance on a monster or NPC is just going to be a mix of templates, concepts, and tactics. I might give the players hints or insight into what templates or spells I used for rather interesting effects, but they can figure out the numbers beyond that if they feel the need.</p><p></p><p>My big problem is not giving them too much of the behind-the-scenes information without letting them find out in-game. Clues they missed, NPC motives, future complications, et cetera are things that get me all excited to share with others.</p><p></p><p></p><p></p><p>Fortunately, even though my wife is not a gamer and cares nothing for hearing about the rules, she loves to hear about plotlines, stories and how the players are dealing with them in the game. It's sorta like "gamer bedtime-stories."</p><p></p><p>As for those freaky guys at the shop, your FLGS needs a sign like this: In big red letters next to a beaten and bloodied rabbit on a poster behind the front counter: "Silly nerd; anecdotes are about <em>REAL</em> people!"</p></blockquote><p></p>
[QUOTE="Cbas10, post: 1289187, member: 6459"] I don't have as much of a problem with this; my players know all too well that anything I use is purely WotC or Dragon/Dungeon magazine (not a WotC-Nazi; rather I don't care to spend all kinds of money on a huge library of stuff I will rarely use). Any strange variance on a monster or NPC is just going to be a mix of templates, concepts, and tactics. I might give the players hints or insight into what templates or spells I used for rather interesting effects, but they can figure out the numbers beyond that if they feel the need. My big problem is not giving them too much of the behind-the-scenes information without letting them find out in-game. Clues they missed, NPC motives, future complications, et cetera are things that get me all excited to share with others. Fortunately, even though my wife is not a gamer and cares nothing for hearing about the rules, she loves to hear about plotlines, stories and how the players are dealing with them in the game. It's sorta like "gamer bedtime-stories." As for those freaky guys at the shop, your FLGS needs a sign like this: In big red letters next to a beaten and bloodied rabbit on a poster behind the front counter: "Silly nerd; anecdotes are about [i]REAL[/i] people!" [/QUOTE]
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Revealing monster secrets to the Players (after the battle)
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