Mimics, mimics everywhere is a sign of a bad DM who can’t create tension without bullshit paranoia, or a personal grudge.
Unless the table signed up for that kind of adventure, the challenges should be achievable within the party’s abilities, eg “Oh if only you could speak with animals you could have foiled the BBEG’s plans”
I’d argue that it’s more fun to bury the lead on a module/set dungeon, to prevent any (even subconscious) meta-gaming from upsetting the play between more/less seasoned players, but I do like the “jazz and sheet music” analogy.
If someone clicks/is told you’re using Tomb of Horrors, they’ll know more than a player who is experiencing that for the first time organically. Obviously applying that and not breaking PC-player knowledge divide is the players issue to maintain, but they’ll still have that seed lurking in their brain about the upcoming set pieces
I’m on team “tell the players”, personally, because it lets the players customise their characters for the module. A group for Wilds Beyond the Witchlight are going to be different from Descent Into Avernus, for example.
(Of course, if a player decides to put Doom Guy in a fairy tale, that’s perfectly fine, but it should be their choice.)
Also, a person who knows about Tomb of Horrors will figure it out pretty quickly during gameplay anyway because of those set pieces you mentioned, so it doesn’t matter if you didn’t tell them what it was. Heck, they might even have bowed out so they don’t ruin things with their meta-knowledge, if only they knew what they were going to be playing.
I’m reading your comment and it really doesn’t say anything about why not telling people what module it is, is bad. You just talked about something you did in one of your sessions, not the supposed bad thing. I took am curious as to why not giving the module is a “bad GM”, it seems that if you don’t want anyone entering the game with advanced knowledge or an advantage on things that’d be a no-brainer
It’s not the action that’s the problem, but the motive. It’s fine not to tell your players, but it’s a problem not to tell your players because you think they’ll cheat if they know. One is inaction, the other is paranoia. If the GM doesn’t trust the players, the game will be shit.
Are you? Several people asked you to explain and even then it took 3 responses for you to actually do so (while being a condescending asshole about it).
Ok. So WHY is it bad that GMs don’t want their players to look up the module. That’s the part nobody is understanding. If you missed the last sentence of my comment…
if you don’t want anyone entering the game with advanced knowledge or an advantage on things that’d be a no-brainer
I don’t know why you answered the question with so much animosity, but thank you for the answer, because none of that was in your original comment.
I don’t currently treat my players like anything because I don’t have players. I’ve been wanting to get into it and was asking a question of someone who seemed to have more experience than me. Thanks for being so kind and helpful to a new member of the community seeking information 👍🏼
They are funny as memes, but beginner DMs might not be able to tell the difference.
I feel the same way about the False Hydra. As a recounted creepypasta it sounds cool. As an actual TTRPG enemy it’s unworkable. Either the adventure will be very scripted, because the DM has to pretty much allow you to perceive it, or it will be completely unfair and insufferable, because you’ll need to constantly pretend you don’t notice it and that you forget things as it decimates the party. It’s not a good D&D enemy, it doesn’t even fit the rules of D&D well. Mind effect with no saves unless you cover your ears? C’mon…
It’s also a quick way to turn a regular player into a murderhobo, because if can’t trust anything not to be hostile, the best approach is to attack first.
Mimics, mimics everywhere is a sign of a bad DM who can’t create tension without bullshit paranoia, or a personal grudge.
Unless the table signed up for that kind of adventure, the challenges should be achievable within the party’s abilities, eg “Oh if only you could speak with animals you could have foiled the BBEG’s plans”
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I’d argue that it’s more fun to bury the lead on a module/set dungeon, to prevent any (even subconscious) meta-gaming from upsetting the play between more/less seasoned players, but I do like the “jazz and sheet music” analogy.
If someone clicks/is told you’re using Tomb of Horrors, they’ll know more than a player who is experiencing that for the first time organically. Obviously applying that and not breaking PC-player knowledge divide is the players issue to maintain, but they’ll still have that seed lurking in their brain about the upcoming set pieces
I’m on team “tell the players”, personally, because it lets the players customise their characters for the module. A group for Wilds Beyond the Witchlight are going to be different from Descent Into Avernus, for example.
(Of course, if a player decides to put Doom Guy in a fairy tale, that’s perfectly fine, but it should be their choice.)
Also, a person who knows about Tomb of Horrors will figure it out pretty quickly during gameplay anyway because of those set pieces you mentioned, so it doesn’t matter if you didn’t tell them what it was. Heck, they might even have bowed out so they don’t ruin things with their meta-knowledge, if only they knew what they were going to be playing.
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Lead*
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Why is this a problem?
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I’m reading your comment and it really doesn’t say anything about why not telling people what module it is, is bad. You just talked about something you did in one of your sessions, not the supposed bad thing. I took am curious as to why not giving the module is a “bad GM”, it seems that if you don’t want anyone entering the game with advanced knowledge or an advantage on things that’d be a no-brainer
It’s not the action that’s the problem, but the motive. It’s fine not to tell your players, but it’s a problem not to tell your players because you think they’ll cheat if they know. One is inaction, the other is paranoia. If the GM doesn’t trust the players, the game will be shit.
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He’s right you didn’t explain why not telling players what module you’re using to keep them from looking it up is a problem.
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Are you? Several people asked you to explain and even then it took 3 responses for you to actually do so (while being a condescending asshole about it).
…
Ok. So WHY is it bad that GMs don’t want their players to look up the module. That’s the part nobody is understanding. If you missed the last sentence of my comment…
Why is this a problem.
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I don’t know why you answered the question with so much animosity, but thank you for the answer, because none of that was in your original comment.
I don’t currently treat my players like anything because I don’t have players. I’ve been wanting to get into it and was asking a question of someone who seemed to have more experience than me. Thanks for being so kind and helpful to a new member of the community seeking information 👍🏼
Wow, that jazz simile. Love it!
Still, memes likes this one actually breed such GMs, because somehow they think it’s funny.
They are funny as memes, but beginner DMs might not be able to tell the difference.
I feel the same way about the False Hydra. As a recounted creepypasta it sounds cool. As an actual TTRPG enemy it’s unworkable. Either the adventure will be very scripted, because the DM has to pretty much allow you to perceive it, or it will be completely unfair and insufferable, because you’ll need to constantly pretend you don’t notice it and that you forget things as it decimates the party. It’s not a good D&D enemy, it doesn’t even fit the rules of D&D well. Mind effect with no saves unless you cover your ears? C’mon…
Can’t trust any damn furniture!
The mimic table ate the contract.
It’s also a quick way to turn a regular player into a murderhobo, because if can’t trust anything not to be hostile, the best approach is to attack first.