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[Poll] Metagame justifications for in-character behavior
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<blockquote data-quote="jmartkdr2" data-source="post: 8720896" data-attributes="member: 7017304"><p>I expect players to make the party work as a team - build characters who are team players, don't be overly suspicious of new pc's being added to the game, etc. Creating conflict is the dm's job, not the players'. This is sometimes metagaming when it comes up after character creation.</p><p></p><p>I also don't consider knowing game mechanics as a player to be metagaming - most if not all game mechanics represent something in the fiction anyways, just expressed in a gamey way. PCs don't know about hit points per se, but they can easily see what hit points represent and so can tell the fighter needs healing by looking at him. So I don't care if the fighter's player says "I'm down to 6 hit points here!" I know the character isn't saying that, but the information there is getting to the cleric's mind (not just the cleric's player's mind).</p><p></p><p>But aside from those exceptions, I generally discourage metagame thinking - try to keep your own knowledge of science, "official" lore, and module design out of you decision process. I haven't run into many players who can't do that.</p><p></p><p>For what it's worth, I also don't test it - I wouldn't use a hydra and expect players to act like they've never heard of the heads regenerating without at least a roll to see if they have or not. There are stories about all of these creatures in the real world and they don't even exist - assuming someone who's job it is to fight monsters doesn't know about common monsters like trolls is just silly. If I want to surprise players, I make up something brand new rather than relying on them pretending to never have heard of 50-year-old tropes.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8720896, member: 7017304"] I expect players to make the party work as a team - build characters who are team players, don't be overly suspicious of new pc's being added to the game, etc. Creating conflict is the dm's job, not the players'. This is sometimes metagaming when it comes up after character creation. I also don't consider knowing game mechanics as a player to be metagaming - most if not all game mechanics represent something in the fiction anyways, just expressed in a gamey way. PCs don't know about hit points per se, but they can easily see what hit points represent and so can tell the fighter needs healing by looking at him. So I don't care if the fighter's player says "I'm down to 6 hit points here!" I know the character isn't saying that, but the information there is getting to the cleric's mind (not just the cleric's player's mind). But aside from those exceptions, I generally discourage metagame thinking - try to keep your own knowledge of science, "official" lore, and module design out of you decision process. I haven't run into many players who can't do that. For what it's worth, I also don't test it - I wouldn't use a hydra and expect players to act like they've never heard of the heads regenerating without at least a roll to see if they have or not. There are stories about all of these creatures in the real world and they don't even exist - assuming someone who's job it is to fight monsters doesn't know about common monsters like trolls is just silly. If I want to surprise players, I make up something brand new rather than relying on them pretending to never have heard of 50-year-old tropes. [/QUOTE]
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[Poll] Metagame justifications for in-character behavior
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