So, while running the game, you've accidentally spoiled something big coming up in this session. You misclicked on your VTT and revealed an ambush early. You had something set up wrong, and now the villain's house of illusions is already revealed for what it is. Or for an in-person game, maybe you forgot and left that cool new mini out where the players could see it.
The big surprise of the session is out of the bag too soon, now how do you address the situation?
There's a difference between Player Knowledge and Character Knowledge.
I get it though, we work hard to create those cool surprise reveals. It sucks to have the cat out of the bag, but just because I know the score of a Rugby game doesn't mean I know how the match went. You can tell me my favourite character in my favourite show dies, but that in and of itself isn't actually a huge spoiler. Because the important part is how and why they die. Was it a senseless act of violence? Did they die saving someone's life? Had they finally succumbed to a horrid disease they'd been keeping secret. As they say 'It's the journey, not the destination'. As a writer if you're putting in a surprise for the sake of a surprise, it wasn't that good in the first place. If you're crafting a world and building upon the story that the players have helped you build, the surprise isn't as important as how they got to that point.
So in short, keep on top of the meta knowledge. Ensure that the players keep player and character knowledge separate and carry on. Own the mistake, just ask the players politely to forget what they saw and move on as normal.
I know it sucks but if the reveal was something earnt, it won't matter to the players.
Heh...I make a point of letting my players see me choose minis that I know won't be used, just to keep them guessing. I'm also fond of showing the PCs a monster they're not expected to fight--could be a dragon or other flying creature in the distance, could be a clearly high level NPC/party, something like that.
It is not knowing where you are going that is the adventure. It is the getting there and the seeing what is there that is the point of it all.
Also, for some of us “accidentally revealing things” is just part of the psychology…
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
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So, while running the game, you've accidentally spoiled something big coming up in this session. You misclicked on your VTT and revealed an ambush early. You had something set up wrong, and now the villain's house of illusions is already revealed for what it is. Or for an in-person game, maybe you forgot and left that cool new mini out where the players could see it.
The big surprise of the session is out of the bag too soon, now how do you address the situation?
There's a difference between Player Knowledge and Character Knowledge.
I get it though, we work hard to create those cool surprise reveals. It sucks to have the cat out of the bag, but just because I know the score of a Rugby game doesn't mean I know how the match went. You can tell me my favourite character in my favourite show dies, but that in and of itself isn't actually a huge spoiler. Because the important part is how and why they die. Was it a senseless act of violence? Did they die saving someone's life? Had they finally succumbed to a horrid disease they'd been keeping secret. As they say 'It's the journey, not the destination'. As a writer if you're putting in a surprise for the sake of a surprise, it wasn't that good in the first place. If you're crafting a world and building upon the story that the players have helped you build, the surprise isn't as important as how they got to that point.
So in short, keep on top of the meta knowledge. Ensure that the players keep player and character knowledge separate and carry on. Own the mistake, just ask the players politely to forget what they saw and move on as normal.
I know it sucks but if the reveal was something earnt, it won't matter to the players.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Heh...I make a point of letting my players see me choose minis that I know won't be used, just to keep them guessing. I'm also fond of showing the PCs a monster they're not expected to fight--could be a dragon or other flying creature in the distance, could be a clearly high level NPC/party, something like that.
It is not knowing where you are going that is the adventure. It is the getting there and the seeing what is there that is the point of it all.
Also, for some of us “accidentally revealing things” is just part of the psychology…
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds