robus
Lowcountry Low Roller
To learn that not only is it accepted practice at some tables but is in fact the expected norm there is, to me, mind-boggling.
Lanefan
And yet this behavior is exhibited by all the major streaming D&D shows...
To learn that not only is it accepted practice at some tables but is in fact the expected norm there is, to me, mind-boggling.
Lanefan
[nod] It's fairly common, IMX, to see players, with characters having high intelligence scores, benefit from suggestions from the other players. Its like having the advantage of the group's hive mind to simulate that the smart PC can come up with great ideas on the spot.I think that is you misreading what was said. I didn't read anything anyone said as being actual in-character communication. I did read someone saying that out-of-character communication was allowed to be treated as in-character thought, however (i.e. Dave telling Mark "Maybe try turning the wheel to the left, then flip the lever up?" is not the character Brunak telling the character Leomar the same thing - it is just Dave providing Mark suggestion of something that Leomar might think to do with the wheel and lever he has encountered while alone).
We're talking about metagaming, right?
To learn that not only is it accepted practice at some tables but is in fact the expected norm there is, to me, mind-boggling.
Lanefan
To me it is like playing DnD without any Monty Python quotes. I mean in theory you could do that I suppose but, as you say, the thought of it is mind-boggling.
Around here if said advice was ignored in favour of doing something less optimal (e.g. my druid-meeting example, previous post) the table response would almost certainly start with something like "You dumbass - why'd you do that for?", or worse, said player-to-player; and the fight would be on.
Nope, don't need that.![]()
They are an audience. I merely expect them to be a non-disruptive one.
If you go to a live theatre performance do you call out suggestions to the actors on stage as to what their next actions should be? To me it's very close to - if not exactly - the same thing.
If you can't beat 'em, join 'em? No thanks. I'll stick to some realism in the game where I can.
Lanefan
Oh, my table frowns on montygaming. We kicked out the player who wrote up a weremøøse sister in his character's background.
Sentiment appreciated, but I'm not sorry at all.Maybe its not so much what is being said, but *how*. I, too, get a vibe from you that your group of players seems a tad bit on the hostile side (maybe not the perfect word, put passive-aggressive isn't quite right either). Quick to snap or take umbrage, at least? So, if that's the case, of course they get into fights when one suggests something to another. I'm sorry you have to deal with a group like that. I would find it tiresome rather quickly.
A slightly expanded version of what I'm talking about is the notion...and I've often played in games that do this and not minded at all...that every word said by a player at the table is assumed to be coming out of their character's mouth at roughly the same volume. That has led to some amusing times where, say, a Ranger and a Magic-user suddenly seem to know an awful lot about some guys called the Vancouver Canucks, but that pretty quickly gets squashed. The corollary assumption to this is that only those characters (and NPCs, monsters, etc.) able to hear what is said can do so in the game world. In theory this immediately puts a stop to out-of-character suggestions; in practice it also stops a lot of unnecessary distractions at the table.
Lanefan
OK, let's be clear: I'm equating player communication with character communication wherever it makes sense. Dave telling John that he's figured out the real name of the guy John's druid is meeting is - or should be - the same as Valeri the Wizard telling Balthar the druid...only Balthar isn't there to hear Valeri say this because he's off meeting with this guy. Balthar has no in-game way of knowing this information and it breaks realism if suddenly he does.That's what we were talking about, until people tried to bring "realism" into the mix.
Once someone did that, there were two separate topics - what is or isn't metagaming (or in my case whether the word is or isn't useful as used by non-DMG sources), and what is or isn't "realism" - that some folks are falsely treating as one topic, and doing so in a way that falsely implies that anyone disagreeing about the first topic is also not interested in the second.
To me it is the same; and if Leomar is off messing with this wheel on his own then Brunak can't tell him a thing...until and unless Brunak goes and finds Leomar.I think that is you misreading what was said. I didn't read anything anyone said as being actual in-character communication. I did read someone saying that out-of-character communication was allowed to be treated as in-character thought, however (i.e. Dave telling Mark "Maybe try turning the wheel to the left, then flip the lever up?" is not the character Brunak telling the character Leomar the same thing - it is just Dave providing Mark suggestion of something that Leomar might think to do with the wheel and lever he has encountered while alone).
OK, let's be clear: I'm equating player communication with character communication wherever it makes sense. Dave telling John that he's figured out the real name of the guy John's druid is meeting is - or should be - the same as Valeri the Wizard telling Balthar the druid...only Balthar isn't there to hear Valeri say this because he's off meeting with this guy. Balthar has no in-game way of knowing this information and it breaks realism if suddenly he does.
Just as long as every word the DM says is assumed to be projected over the scene as a voice over I see no problem with the Ranger having to ask the narrator if he can make a survival check or the Magic-user exclaiming that he is down to 4 hps.