[RPG] As a DM, is telling your players what their characters conclude a bad practice

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I, a new DM who has run around 10-15 game session so far, am in the process of watching Critical Role Campaign 2 (currently at Episode 23). We all know Matt Mercer and his famous quotes like "You can certainly try" and "How do you wanna do this?". While watching, another phrase he says quite often has come to my attention "You get the sense that,…". This has started to annoy me, as it seems that he says this every time, he wants the players to come to a certain conclusion, by telling them what conclusions their characters come to. Any time he does that, I instinctively tell myself: "I never want to do that when I DM", because to me this seems to be breaking one of the most important guidelines in story telling "show, don't tell!".

As an example in Episode 23 the group was camping outside with Yasha being one of the people who took watch. After the night passed, he said starting at 2:49:19: "you get the sense that, being the vigilant beast that you are, if anybody wanted to come close to inspect, immediately saw Yasha and went 'Nope!'.".
This bothers me because, as far as I noticed, the characters had no way of knowing that information. He just told them, that there characters felt that way, which to me seems to be on the same level of telling them that information out of character aka metagaming.

If I think about it more closely, I guess I can see where he is coming from. Not in this example, but usually it appears he is trying to speed up the process of the characters finding out a certain piece of information, as to not drag a scene on for too long, steering them into the right direction. This seems to come at a cost of realism/immersion to me though.

I want to clarify, that I don't want to diminish Matt Mercer personally or as a DM in a way. He has done so much good for the community and I am learning so much about DMing while watching his Campaign.

But the question I am asking myself is: Would this behavior generally be classified as a bad practice, a DM should avoid doing?

Best Answer

I'd say there are 3 different types of conclusions the DM can tell the players about and I'll address them independently. There may not always be a clear line between them.

Conclusions based on what characters know, but players can't know

Consider something like:

You get the sense that they're telling the truth.

What the characters are actually observing are probably a wide range of cues based on facial expression and physical demeanour, which would be difficult to communicate to the players. Even if you manage to do that, the characters may have skill and knowledge the players don't have (comparable to the character knowing other languages), so simply reproducing that may not even help the players reach the conclusion the character already reached.

In conclusion, it can be good to explicitly tell your players these types of conclusions.

Of course you can also do some "showing" at the same time, e.g.:

They seem quite nervous and they're avoiding eye contact. They're clearly hiding something.

Conclusions players should be able to reach themselves

Consider something like:

After ramming into the door, you get the sense that it's reinforced and no amount of ramming will bring it down.

Let's compare that to:

You ram into the door with all your might. A momentary stinging pain runs through your body, as if you just ran into solid concrete. The door didn't even seem to move a fraction of an inch.

I would argue the latter is much better storytelling. You're explaining what the characters are feeling and seeing in a way that allows players to more easily visualise what happened and makes the conclusion clear. The former leaves you wondering how and whether the characters actually came to the same conclusion.

The only real difference between this and the previous type of conclusion is whether you can actually communicate what the characters experience in a way that allows the players to reach the same conclusion the characters reached.

I would dissuade a DM from communicating these types of conclusions, generally speaking. But naturally the line between the two is going to be fairly subjective, it is easier and faster to just present the conclusion and the DM may also decide to be a bit more explicit if the players just aren't reaching the conclusions they're supposed to.

Conclusions the characters don't actually know

I'll just take your example from the question:

You get the sense that anything that was out there during the night didn't want to come close, because of how scary Yasha looks.

This sounds like something characters have absolutely no way to know.

If it were coming from the characters, they would be making multiple assumptions about what NPCs or monsters (that they possibly didn't even see) are thinking. It's not unreasonable for characters to make such assumptions, but those need to actually be based on something, something you should probably just be telling the players instead. Explicitly sharing the conclusion, even with what it's based on, I feel would be separating players from the characters they're playing more than necessary. I want to think what my character is thinking (if possible), rather than just having you tell me what the character is thinking.

If it's not coming from the characters, that would put you into the perspective of more of an outside observer. I personally wouldn't like that in an RPG, and I don't feel it's in line with the typical narrative structure of RPGs (i.e. from the characters' perspective). But opinions may vary here, it is a reasonable form of storytelling, it could help with generally setting the scene (especially if it's a very everyday part of the characters' lives, yet very unusual and noteworthy to us) and I wouldn't say it's "wrong" as such. Although, if I were to go this route, I wouldn't phrase it as you getting the sense of something, but rather just as a matter of fact (basically just start with "Anything that was out there...").

What I might say instead to keep it from the characters' perspective without sharing the conclusion:

As you wake up, you see many bandit footprints on the ground. Upon closer inspection, they seem to converge towards Yasha and then disappear, as if they simply started slowly backing away.

OR: You briefly wake up during the night to a terrifying roar that leaves the forest in a dead silence, only to realise it was just Yasha's snoring. Apart from that, you slept like a baby.

This assumes players slept through the night (probably rarely a good idea), but it should communicate the basic idea I'm going for well enough.