I'm seeking to get some clarification. When you get an encounter (either Arkham or Otherworld) my current gaming group would read out the encounter to another investigator up to the point where there is a roll or choice described. At that point they pause and then the roll/choice is made before continuing to read the rest of the encounter. I'm just seeking to know if this is the proper way to go about it or should the whole encounter text should be read?
Clarification: Reading Encounters
There is no official rule on this AFAIK. What you are doing adds more flavor and there is certainly nothing wrong with it.
I had the same question a few months ago. Coming from a pen-and-paper RPG background, I prefer the option where you stop at the choice. That is, choices and die rolls are made blind. The problem is, this seems to go against the logic of clues -- you need to know if you want to use them, in case you fail and then need to use them to save yourself.
Another issue is that experienced players will likely come to know a lot of the cards anyway. To be honest, we've played so much that we sometimes skip over some of the flavour text now and get to the point -- "Lose 1 Sanity" or "Make a Will -1 check" or what have you. You're welcome to not read the entire card, of course, but eventually it will become a moot point.
I usually try to do this, but my fellow players always complain and want to know what the outcomes are.
For what it's worth, I think the game is probably balanced in favour of you knowing the possible outcomes, so that you know what you stand to gain and can spend clue tokens only getting the things you want.
mattherobot is right though; there are some encounters which you can't really read out in a linear fashion, because it's not clear where you should stop reading. And it really slows the game down if you make the player roll the dice, then you look at the result, then tell him he's failed, then he adds a clue, then you tell him whether he's succeeded yet or not, and so on and so on.
I agree that the game is made with the intention that you know the encounter. We usually play it that you stop reading at the end of the sentence when a choice or a die roll presents itself, but the context of the encounters mostly gives you a good idea of what will happen. Our body language and verbal clues give off a certain aura as well. If it's something really bad, we know it, and are more likely to spend clues or the like. That may go against the spirit of the house rule, but so it goes.
After playing a whole lot, we get to know the encounters pretty well, so at that point it can become trivial. I surprised a novice friend I was playing with when I immediately performed the fail condition on the card he was reading me. He asked me suspiciously, "How often do you play this game?"
We often - for newish cards, anyway - only read out the branch that actually happened. That way, at least some of the mystery is preserved for other players. More useful for Arkham encounters than most of the Other World ones, though makes sense for the branching OW encounters in Innsmouth.
My cult is pretty "theatrical", and members like to improvise while reading their cards. Funny voices, sound effects, wild gestures...one guy does an outstanding "old mobster movie" impression, and we love when he gets Joey the Rat or Ryan Dean Encounters (or plays Michael).
We tried it the other way (reading Encounters to each other) a couple of times, but..."it's my Encounter and you're not acting it out right." And in many cases, it's much more fun on a social level when the poor saps see it coming: "Aw, maaaan, if I fail, I'm DEVOURED!" "Then don't miss." "No, MISS! Swing, battah!"