this post was submitted on 06 Jan 2024
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[–] papalonian@lemmy.world 6 points 10 months ago* (last edited 10 months ago) (2 children)

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

[–] Susaga@ttrpg.network 5 points 10 months ago

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.

[–] littlebluespark@lemmy.world 3 points 10 months ago (2 children)

It's in the first sentence, FFS.

...GMs that run a module without telling the table they're running a module "to keep you from looking it up"...

🤦🏽‍♂️

[–] lightnsfw@reddthat.com 1 points 10 months ago (1 children)

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.

[–] littlebluespark@lemmy.world 1 points 10 months ago (1 children)
[–] lightnsfw@reddthat.com 1 points 10 months ago (1 children)

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).

[–] papalonian@lemmy.world 0 points 10 months ago* (last edited 10 months ago) (1 children)

...

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

Why is this a problem.

[–] littlebluespark@lemmy.world 1 points 10 months ago (1 children)

No, I didn't miss any of your comment, thanks, and relying on hyperbole to support your argument (eg. "nobody") isn't the best. If you personally prefer to treat your players as maladjusted toddlers and assume they're better off with you "in charge", I hope you find a decent group soon (and I hope anyone who unknowingly sits at this sort of table has better luck next time).

Again, for those in the back: removing players' agency is no way to begin a gaming group/campaign/session, and the same goes for assuming they're out to fuck with your precious plans. The whole hobby is rooted in communication, so maybe try that first. 🤦🏽‍♂️

[–] papalonian@lemmy.world 3 points 10 months ago (1 children)

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 👍🏼

[–] littlebluespark@lemmy.world 1 points 10 months ago

Yes. It was. I can offer an apology if the inference wasn't as clear to you as you'd like, though if I had known you lacked experience in what I was describing, the issue would've been more apparent.

And while I wish you well on your exploration of the hobby and all things likewise collaboratively imaginative, might I offer a bit of advice, going forward? Don't skim when you read and then reply assuming you hadn't; setting yourself up for failure doesn't do anyone any favors (mostly). Also, don't mistake irritation for animosity. There are innumerable ways to describe human emotion, and the nuance is essential to understanding.

I genuinely wish you well out there. Good luck.