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enkryptor
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Preserve players' agency and let them learn by doing

Player agency can be defined as an ability to make meaningful decisions. It's a good thing to have in any TRPG. Lack of information can definitely hurt agency, so it's good for your players that you do care.

Unfortunately, you can make things worse by telegraphing any particular course of actions. There is no big difference if there will be straight advice "you should go buy some scrolls of x, y, and z spells" or indirect ones like "your character thinksknows that x, y, and z spells look good"can be useful". Both ways you will be playing PCs instead of the players.

As far as I understand, you've provided access to the source books. Therefore, as a GM, you've already gave all the essential information to the players. They decided not to read these books, or read them selectively, it was their choice. Maybe they prefer to learn the game by actually playing it.

Your players have acquired some knowledge, now just start and play the game. Yes, they don't know many things for now, but it is okay. The point of playing games is to have fun, there is no TRPG police that arrests you for playing "wrong".

ThereThey will do things and get outcomes, good or bad, but that's how many people prefer to learn. If there will be questions asked in the process. Provide explanations, provide information and answer these questions, that's how many people prefer to learn new things. But trying to make this proactively and explain all they characters need to know beforehand doesn't look like a good idea for me.

Preserve players' agency and let them learn by doing

Player agency can be defined as an ability to make meaningful decisions. It's a good thing to have in any TRPG. Lack of information can definitely hurt agency, so it's good for your players that you do care.

Unfortunately, you can make things worse by telegraphing any particular course of actions. There is no big difference if there will be straight advice "you should go buy some scrolls of x, y, and z spells" or indirect ones like "your character thinks that x, y, and z spells look good". Both ways you will be playing PCs instead of the players.

As far as I understand, you've provided access to the source books. Therefore, as a GM, you've already gave all the essential information to the players. They decided not to read these books, or read them selectively, it was their choice. Maybe they prefer to learn the game by actually playing it.

Your players have acquired some knowledge, now just start and play the game. Yes, they don't know many things for now, but it is okay. The point of playing games is to have fun, there is no TRPG police that arrests you for playing "wrong".

There will be questions asked in the process. Provide explanations and answer these questions, that's how many people prefer to learn new things. But trying to make this proactively and explain all they characters need to know beforehand doesn't look like a good idea for me.

Preserve players' agency and let them learn by doing

Player agency can be defined as an ability to make meaningful decisions. It's a good thing to have in any TRPG. Lack of information can definitely hurt agency, so it's good for your players that you do care.

Unfortunately, you can make things worse by telegraphing any particular course of actions. There is no big difference if there will be straight advice "you should go buy some scrolls of x, y, and z spells" or indirect ones like "your character knows that x, y, and z spells can be useful". Both ways you will be playing PCs instead of the players.

As far as I understand, you've provided access to the source books. Therefore, as a GM, you've already gave all the essential information to the players. They decided not to read these books, or read them selectively, it was their choice. Maybe they prefer to learn the game by actually playing it.

Your players have acquired some knowledge, now just start and play the game. Yes, they don't know many things for now, but it is okay. The point of playing games is to have fun, there is no TRPG police that arrests you for playing "wrong".

They will do things and get outcomes, good or bad, but that's how many people prefer to learn. If there will be questions asked in the process, provide information and answer these questions. But trying to make this proactively and explain all they characters need to know beforehand doesn't look like a good idea for me.

Source Link
enkryptor
  • 72.1k
  • 36
  • 244
  • 406

Preserve players' agency and let them learn by doing

Player agency can be defined as an ability to make meaningful decisions. It's a good thing to have in any TRPG. Lack of information can definitely hurt agency, so it's good for your players that you do care.

Unfortunately, you can make things worse by telegraphing any particular course of actions. There is no big difference if there will be straight advice "you should go buy some scrolls of x, y, and z spells" or indirect ones like "your character thinks that x, y, and z spells look good". Both ways you will be playing PCs instead of the players.

As far as I understand, you've provided access to the source books. Therefore, as a GM, you've already gave all the essential information to the players. They decided not to read these books, or read them selectively, it was their choice. Maybe they prefer to learn the game by actually playing it.

Your players have acquired some knowledge, now just start and play the game. Yes, they don't know many things for now, but it is okay. The point of playing games is to have fun, there is no TRPG police that arrests you for playing "wrong".

There will be questions asked in the process. Provide explanations and answer these questions, that's how many people prefer to learn new things. But trying to make this proactively and explain all they characters need to know beforehand doesn't look like a good idea for me.