Lanefan
Victoria Rules
Were it me, a PC with a peasant background would very likely have a penalty on such a knowledge check, while a PC with an engineering background or any sort of Rogue/Thief training would have a bonus or even not require a check at all (potential bonuses would be looked at first and if any existed then any penalties would go away).Really? You know this for sure? Even if the PC background is being born and raised in a peasant village, living in mud-and-timber housing?
But you're equally sure that they won't know what a troll's weakness is?
It does baffle me that you cannot see that this is a completely arbitrary way in which to draw lines about what player knowledge a PC is or is not permitted to draw upon.
Earlier you were suggesting that if the player (but not the PC) had the requisite knowledge then there wouldn't even be a check; that the knowledge would be automatic.Why are you assuming that all knowledge checks would succeed?
In general terms, it's the PCs vs the game world: the game world is out to mess them up, or kill them; and they're out to survive and make a difference (hopefully) for the better.What is the nature of the competition?
Right.In the first ever encounter with a troll, or yellow mould, or whatever, the players had to solve a puzzle in order to succeed in the encounter. The nature of the competition (or challenge, if one prefers) in that sort of case is pretty obvious.
However, when next those players run out a posse of brand new adventurers in a different campaign those PCs as PCs still have to solve the same puzzle again; because for those PCs it is the first ever encounter with that type of creature. That the players have done it before is irrelevant. Thus the challenge - and you're quite right when you suggest that it's a challenge - for the players is to role-play those PCs true to their (the PCs') level of knowledge...which, as this is the first-ever encounter, is likely just as limited as the first batch of PCs from the other campaign.
The challenge isn't competitive in this case, it's how to remain true to your PC's knowledge level when you-as-player know more...and often this can and does lead to intentionally making some "sub-optimal" choices through trying to put yourself-as-player into a mindspace from a time when you didn't know what "optimal" was. It's hard. It's also essential, IMO.But what is the competition in your case? The challenge of beating the troll is not the central focus of the encounter, because the player is deliberately choosing to make sub-optimal action declarations.
Not for the player, but there is for the PC.But there is no genuine discovery here.
In theory, yes.The player already knows about trolls. The player even knows that, if it actually matters, his/her PC will learn about trolls, eventually, one way or another.
In dry academic terms, I suppose so; though not all of us look at it that way. In the fiction it's a question of how much grief are the PCs going to face before they figure it out.What is being discovered is how exactly the GM is going to gate that PC knowledge, and what sorts of steps will be required to open the gate.
But if you're using player knowledge over character knowledge then he's right: you're role-playing yourself rather than your PC.Trying to win a fight to the death in which my PC finds him-/herself is not treating the game as a game. It's playing my character.
Point taken, but IMO this is by far the lesser of two evils.What does seem to me to constitute treating the game like a game is declaring stuff I know are suboptimal while hoping to flick the GM "switch" that will allow me to use fire against the troll. That is, trying to identify and play out the right "script", rather than inhabiting my character. It could hardly get more game-playing than that!