Charlaquin
Goblin Queen (She/Her/Hers)
I’d prefer if you didn’t react with such open disgust to my play preferences, but different strokes, of course. I know the anachronistic humor being translated to more setting-appropriate equivalences is not to everyone’s taste, and I prefer it in moderation myself. Translating mechanical talk to something with meaning to the characters just seems like a practical necessity to me; the game systems are abstractions that allow us to access and interface with information that heroes in the game world would be able to, but we as players can’t. A seasoned combatant should have a good sense of how much more he can take in a fight, but we as players lack both the sense and the language for it that the characters ought to have, so we talk about HP and assume that in-fiction the characters are communicating the same information in ways that make sense to them. But, you know, if that’s not your thing, you do you.Eww, eww, eww! I would hate that so much! That is utterly antithetical for what I want from an RPG.
I wouldn’t consider it anti-metagaming, as combatting metagaming is neither its intended purpose in my case, nor in my opinion would it be a very effective tool for doing so. But, I can see how it would appeal to the anti-metagaming crowd. It acts to maintain a tangible connection between the player experience and the in-fiction activity, which is generally something the anti-metagaming crowd values.That, however, is a good practice and I would consider that to be one sort of an anti-metagame policy.