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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4390982" data-attributes="member: 43283"><p>*shrug*</p><p></p><p>Personally, I don't care quite so much.</p><p></p><p>I'm not going to reveal the specific spells that something has, or the exact number of hit points, but otherwise? I don't see the big deal. If I'm running a module, I'll tell 'em the name. If they're close to finishing it off, I'll let 'em know they're close.</p><p></p><p>Expedition to the Barrier Peaks? The group knew there was at least one mind-flayer in there.</p><p></p><p>In combat, I give "clues" as to the state of the opposition. "He looks beat to @$%!" or " He can't last much longer" or "He seems completely unfazed", or even "He grins as your blade bites deeply into him."</p><p></p><p>It's a style thing.</p><p></p><p>Some GMs are like the OP, or even worse. They refuse to give out any kind of clue, rant about players knowing monster stats, try and set traps to make sure that players aren't using OOC knowledge as they go through the module, and so on.</p><p></p><p>Me? I think it's all bull@#$^. I run games for people to be awesome in. I want to give them clues for when they're nearing the final blow, so they go all over the top and ultra "heroic". If I happen to be using a module, and someone wants to read ahead and know everything that's going on? That's their choice. I don't care as long as they don't start blurting it out at the table.</p><p></p><p>And if they do? I tell 'em, "Look if you want to read ahead, I don't care. But don't be blurting it out at the table, because not everybody wants to know. If you keep it up, either you're not going to be continuing to play with us, or I'm not going to bother running a game."</p><p></p><p>I personally don't find that keeping players as ignorant of everything as possible to be particularly fun. I tend to avoid staying with groups that are that way, because they're wanting something different from their game than I am.</p><p></p><p>No real right or wrong about it as I see things. Just different ways of doing stuff.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4390982, member: 43283"] *shrug* Personally, I don't care quite so much. I'm not going to reveal the specific spells that something has, or the exact number of hit points, but otherwise? I don't see the big deal. If I'm running a module, I'll tell 'em the name. If they're close to finishing it off, I'll let 'em know they're close. Expedition to the Barrier Peaks? The group knew there was at least one mind-flayer in there. In combat, I give "clues" as to the state of the opposition. "He looks beat to @$%!" or " He can't last much longer" or "He seems completely unfazed", or even "He grins as your blade bites deeply into him." It's a style thing. Some GMs are like the OP, or even worse. They refuse to give out any kind of clue, rant about players knowing monster stats, try and set traps to make sure that players aren't using OOC knowledge as they go through the module, and so on. Me? I think it's all bull@#$^. I run games for people to be awesome in. I want to give them clues for when they're nearing the final blow, so they go all over the top and ultra "heroic". If I happen to be using a module, and someone wants to read ahead and know everything that's going on? That's their choice. I don't care as long as they don't start blurting it out at the table. And if they do? I tell 'em, "Look if you want to read ahead, I don't care. But don't be blurting it out at the table, because not everybody wants to know. If you keep it up, either you're not going to be continuing to play with us, or I'm not going to bother running a game." I personally don't find that keeping players as ignorant of everything as possible to be particularly fun. I tend to avoid staying with groups that are that way, because they're wanting something different from their game than I am. No real right or wrong about it as I see things. Just different ways of doing stuff. [/QUOTE]
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