Spells, magic items, and monsters are all a bit like Christmas presents under the tree. We want to know what they are, what's inside, but not knowing is actually most of the fun.theredrobedwizard said:What's with all this "players shouldn't have information also magic items and spells should be spooky and mysterious and only the guy on the lonely side of the screen gets to know what they do" talk?
As we codify more and more of the game into formal rules, and we share those rules with players, we gain some things, and we lose some things. That sense of wonder and of discovery is a huge portion of the game as we used to play it.
The goal should be to get the best of both worlds, by providing clear rules for a reasonable number of core spells, magic items, and monsters, while leaving the DM with plenty of room to surprise the players.
That is certainly often the case. Not all mysteries are equally interesting.theredrobedwizard said:Heck, in my group we don't even bother with the whole identifying items process. It's time consuming, requires an inordinate amount of paper work, and just wastes time.