@Lisse24 said in OOC Knowledge Levels Question:
I think when you create a culture of OOC secrecy, you also end up creating a culture of gossip, back-stabbing, and negativity.
The difference between @Sparks' treasured experience of discovery via OOC secrecy at a table and logged into a MU* is that at a table, there is (at least presumably) a pre-existing bond of friendship and trust between players and between the players and the GM.
The GM controls both the flow of information and the appropriate level of reward for discovery vs the risk/effort involved in making the discovery, and it's usually safe to assume that a GM is directly invested in the enjoyment of every single player at their table, as are the other players.
Meanwhile in a MU*, not only are most players anonymous but prize anonymity and by default keep others at at least a very cautious initial distance if not outright distrust anyone they have no experience with, to say nothing about the PTSD-like baggage a lot of players carry about past abusive staff, let alone players who deliberately abuse their anonymity to harass or manipulate other players for their own in-game benefit. (Or creepy RL gross bullshit like sexual harassment, etc.)
As has also been said repeatedly and vigorously here by game staff, online GMs are not only NOT directly invested in each individual player's enjoyment, they outright cannot afford to be.
In that atmosphere, there is no guarantee of any real reward for the risk/effort of discovery and actually a very real risk of a stranger's active OOC resentment instead, given how ridiculously territorial players can be about "their thing" that only compounds astronomically if there is some perceived risk in OOC revelation/benefit to keeping the number of players "in the know" low or deliberately spreading misinformation.
It gets outright toxic and actively encourages and benefits toxic players, IMHO, and I will personally never play on another game with an OOC masq.