If one PC knows something that no one else does, how do you handle it? Do you make sure only the player of that character knows, or do you tell them in front of the group and trust the players to role play not knowing?
Whatever approach you take, how has it worked out for you?
I've either taken them aside and shared that information with them or written out a secret note-card. If they want to share that information afterwards with the group, they are free to do that.
Both options seems to work pretty well. I personally like taking the player aside and sharing a scene with them, because then they have to share things as they remember it with the party, which feels more natural than just having them read off a card.
I've done both and I can safely say that, if your players aren't immature kids (which they might be, I don't know), doing it in front of everyone is usually way better. It really gives a chance for the tension to build, whereas if you do it outside of the table the ultimate reveal will feel very out of nowhere (and thus unearned), since you can't really foreshadow in an RPG as easily as you can in a book or show. Plus, the players who didn't know out-of-game might feel cheated and left out.
Unless you have a very compelling reason to keep such things from the other PLAYERS (not just their characters), just do it in the open.
In my experience (anecdotal obviously, I can’t generalize), players are usually good enough about keeping in-character and out-of-character knowledge separate.
That having been said, if the tone of your game is such that a pervasive sense of intra-party paranoia is desirable, go ahead and do secret meetings even when it DOESN’T matter. I don’t think I could play a game like that long-term, but for a few sessions it could be a lot of fun.
If one PC knows something that no one else does, how do you handle it? Do you make sure only the player of that character knows, or do you tell them in front of the group and trust the players to role play not knowing?
In order of my preference:
Tell them in front of everyone, or
if I want to keep it a secret (and it won't change the player's action), tell everyone later, or
Writer the player a note, or
Take the player into another room
Options #3 & 4 have plenty of historical precedence in RPG's, but are less smooth. If the PC would likely share the information with their allies anyways, I'm pretty open (option #1) so I don't have to repeat everything. If the PC is separated from the group and I want to increase tension about their fate, I'll focus on the main group for a bit (option #2), then resolve things with the separated PC.
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If one PC knows something that no one else does, how do you handle it? Do you make sure only the player of that character knows, or do you tell them in front of the group and trust the players to role play not knowing?
Whatever approach you take, how has it worked out for you?
I've either taken them aside and shared that information with them or written out a secret note-card. If they want to share that information afterwards with the group, they are free to do that.
Both options seems to work pretty well. I personally like taking the player aside and sharing a scene with them, because then they have to share things as they remember it with the party, which feels more natural than just having them read off a card.
I've done both and I can safely say that, if your players aren't immature kids (which they might be, I don't know), doing it in front of everyone is usually way better. It really gives a chance for the tension to build, whereas if you do it outside of the table the ultimate reveal will feel very out of nowhere (and thus unearned), since you can't really foreshadow in an RPG as easily as you can in a book or show. Plus, the players who didn't know out-of-game might feel cheated and left out.
Wizard (Gandalf) of the Tolkien Club
Usually, I just say it in front of everyone, for the sake of keeping things rolling, If it will build tension and scare everyone, I separate them.
Unless you have a very compelling reason to keep such things from the other PLAYERS (not just their characters), just do it in the open.
In my experience (anecdotal obviously, I can’t generalize), players are usually good enough about keeping in-character and out-of-character knowledge separate.
That having been said, if the tone of your game is such that a pervasive sense of intra-party paranoia is desirable, go ahead and do secret meetings even when it DOESN’T matter. I don’t think I could play a game like that long-term, but for a few sessions it could be a lot of fun.
In order of my preference:
Options #3 & 4 have plenty of historical precedence in RPG's, but are less smooth. If the PC would likely share the information with their allies anyways, I'm pretty open (option #1) so I don't have to repeat everything. If the PC is separated from the group and I want to increase tension about their fate, I'll focus on the main group for a bit (option #2), then resolve things with the separated PC.