My group is light one member tonight, so one of our GMs, Don, is running a one shot for myself and one other player. He won’t tell us what it’s going to be, and I love that — it’s a totally appropriate level of mystery for a one-shot. It piques my interest and makes me wonder what we’re going to play, and those are both good things.

But what about for a more traditional multi-adventure campaign? I’d argue that maintaining at least some mystery about what’s going to happen is absolutely vital, and probably preferred by almost 100% of players. How much mystery is appropriate, though?

Take character creation, for example. That’s not an area where you want any mystery at all for a long-term game: your players should know exactly what to expect, and you should help them create PCs that will be fun to play.

When it comes to plots and story arcs, though, things can get a bit muddier. Take secrecy too far in one direction, and your players will spend all their time flailing around, trying to find the storyline (which will only fall into their flashlight beam at random). Too far in the other direction, and it’s like accidentally seeing a movie spoiler when you’re not into spoilers: not much fun at all.

How do you find that balance? And where’s the line for your group?