GMMichael
Guide of Modos
Cognitive dissonance! Thanks Umbran, that gives me an idea......players may be carrying this around as an unwritten rule in their heads, which brings up cognitive dissonance when you suggest impaling with a shortsword. This dissonance does not necessarily manifest as telling you that shortswords are slashing weapons, but with some other rationalization.
I think pemerton is looking at the RPG from a holistic point of view. Which is fine - nothing wrong with that. The group creates a story, and they use the rules to help create that story. The rules provide incentives, and PCs (and GMs) act on those incentives. That's playing the game, gaming, and everyone has the goal of having a good time. All the parts contribute to the whole.
Let me drop a couple definitions in:
The story (of the game) is what you would get if you took the shared creative efforts of all players and wrote it down in a narrative format. There are no classes, alignments, dice, etc. in the story: just what happens in-game.
The rules are the framework in which everyone acts in order to create the story. Or, if you will, what's written in the rulebook.
Gaming, then, is what happens when you mix the two of these things. If you want to ensure the death of your enemy (story), you choose to use your shortsword that does 4d6+10 damage (rules). You use the rules to create the story.
Metagaming is one step removed from gaming. When you're metagaming, you're not trying to ensure the death of your enemy (story). You're trying to do as much damage (rules) possible, and using your 4d6+10 weapon (rules) to do it.
It's a subtle difference, so I'll boil it down a little bit (a lot?):
Gaming is using rules to make a story.
Metagaming is using rules to affect other rules.
I was saying that even though the rules promote some behaviors, it's up to the GM to be the ultimate giver of rewards. If a PC charges a bone (undead) dragon with a mounted lance, and it's reasonable that a bone dragon has no organs worth impaling, as GM I would 1) use an NPC to convey the futility of the effort, or 2) let the PC know, after the attack, what the result was and probably how it had little effect.Are you saying that the GM should suspend or change the action resolution rules, and so (for instance) award bonus damage to the mounted lance attack to make it mechanically stronger than the shortsword? Or penalise the shortsword attack? At what point is the GM supposed to tell the player that s/he will do such a thing?
This may be well and true, but it's beside the point. Metagaming isn't about what the rules are. As I've said before, it's about your goal. Do you want to create a story, or do you just want to see the gears and axles of the rules spin?if you want players to choose lances over shortswords when they want their PCs to impale enemies, the best way to achieve that is to give your game mechanics that are more likely to generate stories of impalement when the PCs attack with lances than when they attack with shortswords. If the mechanics will only achieve this result by the GM suspending or changing them on an ad hoc basis, that seems to me simply an indication that the mechanics aren't very good.