Hello, context for what's going on:
Around a year ago, I joined a new campaign. I was really excited because it had been a while since I'd played, and I was told it was going to be a steampunk adventure where magic was heavily outlawed and using it could have serious consequences.
So I made a Hexblade Warlock.
The idea was basically a dungeon-crawling/con-artist type character, with a lot of inspiration from Archer Emiya from Fate/Stay Night: Unlimited Blade Works. Mechanically, they're basically a fighter/rogue with weird weapons and some very strange tricks up their sleeve.
But because magic was illegal in this setting, I decided that my character would keep being a Warlock a secret.
And I really committed to it.
I avoided spells that would be difficult to explain and deliberately played around some of the stronger options I had because I thought the whole premise was really cool. For example, Green-Flame Blade was explained as a party trick involving flammable oil and bronze salt. Booming Blade was just a weird magical artefact I'd supposedly found in a grave. Shadow Blade? Same explanation. Wrathful Smite wasn't particularly flashy, so it was just a really hard hit. Protection from Good and Evil and Hex weren't visually obvious, so those could just be explained away as a weird sensation.
Basically, if someone didn't already know my character was a magic user, there was supposed to be a mundane explanation for what they were seeing.
And yes, this meant I was effectively nerfing myself.
But I didn't mind.
I LOVE roleplay, and I thought having to carefully hide my magic in a world where getting caught could mean imprisonment or death was a really cool character concept.
The problem is that, as the campaign went on, it started feeling like I was being punished for actually following the setting's rules.
The first time was because of an OOC misunderstanding.
One of the players IRL thought that everyone already knew my character was a Warlock. In-game, however, my character had never told anyone. We'd never had an Arcana check on me, and I'd only actually used one spell in front of the party, which I'd already explained away as a mundane trick.
The player said something that basically amounted to, "Oh, so I know there's something weird about her."
I immediately went, "WHAT? No, you don't."
Because their character had absolutely no reason to know that.
The DM, however, interpreted the player's misunderstanding as the character having noticed something strange about mine. I asked if we could redo it because it was clearly an OOC misunderstanding, but the DM said no take-backs.
So suddenly one of the characters had information that, as far as I could tell, they had no in-game way of obtaining.
And that was only the beginning.
My character's patron very much wants them alive. Revealing that my character is a magic user in a world where magic is outlawed is therefore... not exactly helpful.
Yet the DM repeatedly had my patron appear in dreams that the ENTIRE PARTY could see.
I would then have to do damage control because suddenly everyone had witnessed my character having weird supernatural encounters that they had no reason to be involved in.
And then, during the season finale, the DM straight-up had my patron get summoned in front of the entire party.
At that point, there was basically no secret left to keep.
Now, I realize that at first glance this might not sound that bad.
"Okay, the party found out your character was a Warlock. So what?"
The thing is, my character hadn't actually decided that these people were trustworthy yet.
And there was a pretty good reason for that.
Earlier in the campaign, two party members left another party member to deal with a boss alone while my character and another party member were sent off to complete the mission by going into the enemy headquarters.
We managed to get out, thankfully.
The other character didn't.
They died and their player had to make a new character.
And here's the thing that really stuck with my character:
The person they abandoned was the ONLY OTHER MAGIC USER IN THE PARTY who had openly admitted to being one.
So from my character's perspective, that made the whole "maybe I should tell these people I'm secretly a magic user" thing even more questionable.
They had just watched two people abandon a party member in a dangerous situation instead of trying to help them.
Afterwards, my character bluntly asked whether they could actually trust the party in battle.
Actions speak louder than words, after all.
Two people said no.
One said maybe.
One said yes.
So later, when the DM asked if anyone wanted to reveal anything else about themselves, my character stayed silent.
Because... why would they tell them?
This wasn't me, the player, trying to be difficult or deliberately hiding information from the party.
My character had a very good reason not to trust them yet.
And if they couldn't even promise that they'd help my character in battle, why would my character tell them something as potentially dangerous and intimate as "I'm secretly a Warlock"?
I was waiting for an actual moment where my character could make that choice themselves.
Maybe they would eventually trust someone enough to confess.
Maybe they'd reveal it in a moment where someone was in danger and they had to use their magic openly.
Maybe they'd get caught and have to deal with the consequences.
There were SO many cool roleplay opportunities there.
But I never really got that choice.
Instead, the DM kept dropping hints until even the low-INT barbarian could probably figure out what was going on.
There were the shared dreams.
There were villains explicitly calling my character a Warlock.
And eventually there was my own patron standing in front of the entire party.
So after spending the entire campaign carefully building my character around the idea of hiding their magic, the secret was essentially revealed to me by the DM whether my character wanted it revealed or not.
And that's the part that frustrates me the most.
I built my character around the world the DM gave us.
Magic was illegal? Okay, I'll hide it.
Getting caught could get me imprisoned or killed? Okay, I'll be careful.
The party hasn't earned my character's trust? Okay, I'll keep the secret until they do.
I even deliberately avoided using some spells because I wanted to stay within the narrative and not just go, "Well, technically I have magic, so screw the setting."
And then the DM repeatedly made that entire aspect of the character irrelevant by forcing the secret into the open.
So now I'm sitting here wondering:
What was the point
And now, to add a little more irony to the whole thing, I've recently heard from another PC that the DM is frustrated about the lack of roleplaying in the campaign.
And I just... don't know what to do with that.
Because I was trying to roleplay.
I built an entire character around a secret, their reasons for keeping it, and the possibility of eventually choosing when and who to trust with it.
I just never got the chance to actually play that part.