PC and monster weaknesses are very easy to look up and apply, but finding out what the actual people at the table will fall for is a lot harder, so what have you noticed your players always get pulled in by?
PC and monster weaknesses are very easy to look up and apply, but finding out what the actual people at the table will fall for is a lot harder, so what have you noticed your players always get pulled in by?
I'm familiar with the issue, I call it Skyrim Syndrome after a player who took a while to get that NPCs wouldn't just forget she ever existed if she crouched behind a barrel. I think it's a result of people having very gamified experiences with rpgs, and expecting the same limits on simulation as a videogame. Things that aren't mentioned in detail are just flat background, or things that are mentioned in detail are the "interactable object" of the scene, the only thing they "see" to do something with.
It is somewhat on the GM to be aware of those players, giving extra hints, suggesting courses of action and telling them when their character would think something is a bad plan, but it's actually solved by the players themselves grasping the endless possibilities of TTRPGs.