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Gygax on Realism in Game Design
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<blockquote data-quote="Balesir" data-source="post: 6010473" data-attributes="member: 27160"><p>It's actually easy to have a system that's impossible to metagame - it just requires a shift of viewpoint, not a change of system.</p><p></p><p>Instead of taking the view "this is my vision of how the game world works - I'll use a system to emulate it, but in the end my vision trumps all systems", you just switch to the view "the system defines and describes how the game world works - let's see how that turns out".</p><p></p><p>I'm not saying that either of these is necessarily "right" or the "proper" way to play - but the second gets rid of metagaming instantly; it becomes impossible, in fact. Any character choice that leverages the system becomes a sensible in-character choice. In addition, the players have as good an understanding of the game world as their characters, and player decisions gain agency through the player's understanding of the consequences of those decisions. Overall, the second way may have features that some folks find unpalatable, but it does away with many of the old bugbears (no, not the goblinoid kind!) of roleplaying at a stroke.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6010473, member: 27160"] It's actually easy to have a system that's impossible to metagame - it just requires a shift of viewpoint, not a change of system. Instead of taking the view "this is my vision of how the game world works - I'll use a system to emulate it, but in the end my vision trumps all systems", you just switch to the view "the system defines and describes how the game world works - let's see how that turns out". I'm not saying that either of these is necessarily "right" or the "proper" way to play - but the second gets rid of metagaming instantly; it becomes impossible, in fact. Any character choice that leverages the system becomes a sensible in-character choice. In addition, the players have as good an understanding of the game world as their characters, and player decisions gain agency through the player's understanding of the consequences of those decisions. Overall, the second way may have features that some folks find unpalatable, but it does away with many of the old bugbears (no, not the goblinoid kind!) of roleplaying at a stroke. [/QUOTE]
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