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<blockquote data-quote="Raven Crowking" data-source="post: 4702657" data-attributes="member: 18280"><p>No.</p><p></p><p>The DM is obligated to make the world make sense, in that (say) the goblins know that there is a lich down below that they don't bother, but it is incumbant upon the players, not the DM, to make use of whatever means exist to obtain information about the world. Thus, taking prisoners and talking to captives is often as important...and, ultimately, as fun...as outright slaughter.</p><p></p><p>The DM makes some information about the world available because the PCs would know it. The DM makes some other information about the world available because it is contextually "correct" to do so (i.e., discussing their plans to go through the Wood of Great Peril near a friendly local provokes said friendly local to tell them what he believes the Great Peril to be.....and he may very well be wrong). The players must choose to seek information if they want more than this. Or stumble into it. The choice is theirs.</p><p></p><p></p><p></p><p>Again, you conveniently ignore in your summary all the points previously made, including the examples of <strong><em>what is possible</em></strong> -- of what has happened in real games run by real people -- when the DM does not tightly control the encounters, ummmm, encountered.</p><p></p><p>I can respect that, given options X (expansive) or Y (narrow), one might prefer option Y. However, claiming that, because one prefers option Y, that option X is also option Y seems to me, at best, self-deluding.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4702657, member: 18280"] No. The DM is obligated to make the world make sense, in that (say) the goblins know that there is a lich down below that they don't bother, but it is incumbant upon the players, not the DM, to make use of whatever means exist to obtain information about the world. Thus, taking prisoners and talking to captives is often as important...and, ultimately, as fun...as outright slaughter. The DM makes some information about the world available because the PCs would know it. The DM makes some other information about the world available because it is contextually "correct" to do so (i.e., discussing their plans to go through the Wood of Great Peril near a friendly local provokes said friendly local to tell them what he believes the Great Peril to be.....and he may very well be wrong). The players must choose to seek information if they want more than this. Or stumble into it. The choice is theirs. Again, you conveniently ignore in your summary all the points previously made, including the examples of [B][I]what is possible[/I][/B] -- of what has happened in real games run by real people -- when the DM does not tightly control the encounters, ummmm, encountered. I can respect that, given options X (expansive) or Y (narrow), one might prefer option Y. However, claiming that, because one prefers option Y, that option X is also option Y seems to me, at best, self-deluding. RC [/QUOTE]
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