John Coxon<p>3/8 <span class="h-card" translate="no"><a href="https://ttrpg.network/u/slyflourish" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>slyflourish</span></a></span> on “Tell, Don’t Show”: <a href="https://slyflourish.com/tell_dont_show.html?rss=1" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">slyflourish.com/tell_dont_show</span><span class="invisible">.html?rss=1</span></a></p><p>I’m a recent convert to Lazy GMing, and this is an article which seemed particularly apt after participating in a game of <a href="https://wandering.shop/tags/CthulhuHack" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CthulhuHack</span></a> in which the players’ view of the mystery unfolding was WAY LESS COMPLETE than the GM’s view.</p><p>Obviously, this is entirely understandable, but this article really made me think about why that happens and how much repetition is required to avoid it happening around the table. <a href="https://wandering.shop/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://wandering.shop/tags/TabletopGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TabletopGames</span></a></p>