FormerlyHemlock
Hero
That makes you sound like a very unreasonable OneTrueWay kind of gamer.
OneTrueWayism is about imposing your preferences on other people. Having strong preferences isn't OneTrueWayism. "De gustibus non disputandum est."
That makes you sound like a very unreasonable OneTrueWay kind of gamer.
There's one way for me to play, and there's one way that I'll run a game at my table. You can have your own game, your way, but keep it away from me.That makes you sound like a very unreasonable OneTrueWay kind of gamer.
There's some information which the player might regrettably possess, which should be locked away from the character - things like the shape of the map and how much of it remains unrevealed, or the particular vulnerabilities of a given monster. When doing so, there's still enough information remaining for which the characters to make informed decisions.You acknowledge that it is already part of the RP process to exclude player knowledge from IC decision-making. You're doing it as a matter of course, player-visible resources from hps to turn-based action economies to x/day abilities, even narrative-power resources, don't change that, they just give you tools.
The evidence is from every prior combat, where the hero could count and survive four or more meaningful impacts before falling. If the player is making the decision on an out-of-character level, and the character is forced to demonstrate bravery or determination to justify that, then you've excluded the possibility of playing a cautious or weak-willed character... in a game where we have a stat that correlates to bravery and determination and strength of will.There is no evidence to the contrary, from within the fiction. That's how the system models genre heroism. You & I know are characters are very likely to survive what look like great risks, but they don't, we get to RP them being brave/committed/determined/ambitious/foolhardy/whatever enough to take on those risks, rather than RP them pragmatically analyzing the meta-game.
Yet 5e is trying to be a game for a wider audience. At worst, if it puts in something you don't like, you opt out of it.There's one way for me to play, and there's one way that I'll run a game at my table. You can have your own game, your way, but keep it away from me.
It'll certainly be a more limited experience if you play exclusively in that sort of echo-chamber. Personally, I don't find such tight & absolute categories necessary nor even valid. Somewhat different styles easily co-exist at the same table, it's only extreme attitudes that get in the way and need to self-segregate. Which is fine, at the table level - at the game-design level, it's dictating to everyone how to play.We each have our own preferences for how to play, and it will be a more enjoyable experience for everyone involved if we play with others who are like-minded.
Thing is, you have the information, and you can decide which of it, how much of it, and with what confidence your character knows the corresponding things in the fiction. So if you have a luck-based re-roll available, you might decide to consider it IC (the character is 'feeling lucky') or you might decide that's out of character (maybe the character believes "there's no such thing as luck").If you try to extend that in such a way that characters can't see the reality which corresponds to their HP, or spell slots, or how often they can use their abilities; then there's not enough information left in order to make reasonable decisions.
Maybe if he's a statistician. But, people don't usually think that way, they give greater meaning to some events or possibilities than others. It's easy to think that way about a PC who's just a collection of stats, but we're already assuming we're making IC, not meta-game, decisions.The evidence is from every prior combat, where the hero could count and survive four or more meaningful impacts before falling.
We've been going on the premise that you make decisions on the IC level, so if the character is brave, he acts brave, even when he has no way of knowing he's virtually invulnerable ATM for some meta-game reason, if he's cowardly, he acts cowardly even in the same circumstance.If the player is making the decision on an out-of-character level, and the character is forced to demonstrate bravery or determination to justify that, then you've excluded the possibility of playing a cautious or weak-willed character
Consensus on what the rules mean is not even part of the game; it's just an agreement about which game you're actually playing, to get everyone on the same page so that we can talk about the game in the same language. The actual game is about what happens after you all meet in a tavern.It'll certainly be a more limited experience if you play exclusively in that sort of echo-chamber. Personally, I don't find such tight & absolute categories necessary nor even valid.
If you treat HP as meta-game information, then it's out of character for a brave character to back away from a fight just because it has few HP remaining. Such characters are extremely prone to death. Likewise, a cowardly character would be disinclined to ever enter combat, because it's unaware of the reality that death is unlikely. Such characters are boring, because they never do anything risky.We've been going on the premise that you make decisions on the IC level, so if the character is brave, he acts brave, even when he has no way of knowing he's virtually invulnerable ATM for some meta-game reason, if he's cowardly, he acts cowardly even in the same circumstance.
Those would be very extreme ways to play a character, yes.If you treat HP as meta-game information, then it's out of character for a brave character to back away from a fight just because it has few HP remaining. Such characters are extremely prone to death.
I don't think that's exactly the middle-ground. PCs aren't using the scientific method to collect data about how many arrows they can be 'hit' by before dropping, they're just living in your DM's fantasy world, with, presumably, a wealth of detailed life history neither he nor you have the time or inclination to come up with in detail.The middle ground, where characters can observe the information and make decisions based on it, is a much more interesting way of playing.
If the GM writes it up in advance, the players are discovering what went on in the GM's head. Either way, the players are discovering something about the GM's creation, and the GM is not discovering anything - s/he is inventing.
I'm not sure why, from the point of view of exploration, it matters to the players when the GM invented the material that the players are discovering.
You haven't explained why timing matters.
A character doesn't know he has 40 hps. He knows that he's more skillful and lucky than most in a fight, but he never knows when that luck may run out, or when he may face someone with greater skill.
I think approaching the game, and the play of PCs, in the way you describe here makes for a more satisfying experience than treating hit points as a literal, in-fiction, ablative protection.You & I know are characters are very likely to survive what look like great risks, but they don't, we get to RP them being brave/committed/determined/ambitious/foolhardy/whatever enough to take on those risks, rather than RP them pragmatically analyzing the meta-game.
This isn't really consistent with my experiences. In Rolemaster, for instance, the deadliness of a combat can be very random - there are open-ended attack rolls, choice about how much of one's combat bonus to allocate to defence vs offence, crit rolls, etc. Players can't easily know the outcomes of combat, though they can have a general sense of whether or not their odds are good or poor.There's some information which the player might regrettably possess, which should be locked away from the character - things like the shape of the map and how much of it remains unrevealed, or the particular vulnerabilities of a given monster. When doing so, there's still enough information remaining for which the characters to make informed decisions.
If you try to extend that in such a way that characters can't see the reality which corresponds to their HP, or spell slots, or how often they can use their abilities; then there's not enough information left in order to make reasonable decisions. At that point, the character is no longer justified in deciding whether to engage or to flee, or in asking for a Cure spell, or making any of the decisions that we are tasked with making on their behalf.
Your last sentence is true only if everyone has to play the same game the same way.Yet 5e is trying to be a game for a wider audience.
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I don't find such tight & absolute categories necessary nor even valid. Somewhat different styles easily co-exist at the same table, it's only extreme attitudes that get in the way and need to self-segregate. Which is fine, at the table level - at the game-design level, it's dictating to everyone how to play.
As in organized play, for instance? True. But, no one /has/ to play the same game, let alone play the same game the same way or with all the same options. The more a game narrows it's focus and the fewer options it presents (the more it depends on GMs self-authoring variants instead of just opting in or out of existing ones), the more likely it is to be played only the certain way it's focusing on, and only by people who just want to play that way.Your last sentence is true only if everyone has to play the same game the same way.
As I was falling asleep last night, in my head I was drafting a response to [MENTION=996]Tony Vargas[/MENTION], and more generally to the GNS strand of this conversation. I don't have time to type it up now, but what you say here touches on part of what I was thinking of.What matters is whether the GM is creating material in direct response to player choices. If he does so, the players are creating the world rather than discovering it.
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In the latter case the GM is creating the content in reaction to the PCs or players, and therefore they are in effect creating it.
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If the GM bases his creative activity on the PCs or players, they are creating the world, and therefore they aren't discovering it.
I'm so sorry to have put you through that.As I was falling asleep last night, in my head I was drafting a response to [MENTION=996]Tony Vargas[/MENTION], and more generally to the GNS strand of this conversation.
By that standard, I ran 4e as more sim than I did AD&D or do 5e. That doesn't sound right to me, somehow.(1) It seems to me that the more a GM is adapting the fictional content that s/he is authoring to the particular choices of the players (including PC builds, action declarations, etc) then - everything else being equal - the less sim the game, and the more likely it is either gamist or "story now".