sevenbastard
Legend
This is one of my "die on the hill" gaming philosophy. Roll in the open.
Exactly this. I mean, I'm not passionate about it and enjoy the game either way, but I find the game better when all possible rolls are open. It raises the stakes. There's nothing like everyone knowing that the next roll is vital, and holding their breath as the roll is made.We''ll assume for this question that a DM rolling in the open can occasionally roll behind the screen, e.g. for stealth or other rolls that are preferably concealed.
But for the vast majority of rolls, they roll in front of the players: init, attack rolls, damage, saving throws, most skill checks, ...
Not if you tell them what roll is needed before you roll. Which I try to always do, unless there are story reasons for them not to know (e.g. deception checks). I agree with @Lanefan about keeping things secret that the characters couldn't know.A DM can roll in the open and still fudge the roll - the PCs don't know what bonuses the NPC gets on each roll.
Yes, as you have deemed the player has earned it by gatekeeping behind hidden rolls and arbitrary distinctions.In the meta I want them to be laughing and enjoying themselves. In character I want them thinking as - and with only the information available to - their characters.
Good grief.If they want to persist and it's what the characters would do, who am I to stop them?
Uh huh. Yeah, the guy who always rolls in the open… how the hell would he know if that’s very common behavior or not?!?I had a talk with the DM I knew that rolled openly, and he admitted that this is very common behavior. Many DM's, he claimed, have no real idea how to balance encounters, as the guidelines are often terrible. So they select monsters but adjust difficulty on the fly- if the enemy is too hard, you softball their attacks and damage. If too weak, the opposite.
Bingo. I tend to think there's good metagame and there's bad metagame, but either way I expect it to happen.In other words: the metagame is part of the game. It is part of the information you are trying to transmit to the players, and it is Parr of the "in character" response from the players. It is inseparable.
Uh huh. Yeah, the guy who always rolls in the open… how the hell would he know if that’s very common behavior or not?!?
Indeed, but given the choice I prefer to err on the side of too little than too much; and if what I give isn't enough for them to make decisions I expect them to ask me for more detail.I think this is a vain pursuit because as GM you cannot possibly provide them sufficient information. Everyone knows they are playing a game and that the available information is truncated. You must make allowances for that for them to play their characters effectively.
To the bolded: only to a very small extent IMO, and to be minimized further whever possible.In other words: the metagame is part of the game. It is part of the information you are trying to transmit to the players, and it is Parr of the "in character" response from the players. It is inseparable.
If I can't describe what their characters sense without going out of character then I'm to some extent doing it wrong. And sure, sometimes I'll use modern comparisons in my descriptions just to save time, as in "You see a box in the corner, it looks a lot like that refrigerator <points to kitchen> over there - same size, door on the front, etc." but that's merely saving me having to tell them the dimensions, orientation, etc.You are their eyes, ears, noses and magical sensory abilities. It is your responsibility to tell the. What they need to know. Sometimes you can do that entirely "in character." But due to the limitations of the medium, sometimes you can't, and refusing to provide players that information isn't "protecting immersion" it is abusing your position in play.