Mannahnin
Scion of Murgen (He/Him)
Really?yeah so tragic they learn the rules
No, it's tragic when they're trained to substitute invoking mechanics in place of narrative description and immersion.
Really?yeah so tragic they learn the rules
right... and I didn't. I can assume pretty well that anyone raised in a real world setting has a base idea what a vampire is... and an aliens but I can't believe they would think those as true options unless they were portrayed as the kind of nutty person that would believe in those things...
I really hope that the first time you find even the hint of vampires you don't hope holy water or garlic will protect you and you would jump to the MUCH saner "someone is acting like a vampire but is a normal person" theory...
cause in the real world vampires are NOT real...(I can't believe I just had to type that)
I'm sorry what?!?! supernatural killer is as likely as body armor or PCP(or a mix)?!!? really?
nore did I claim to... I asked for consistency and role playing based on the character NOT out of game knowledge.
I have not once told a player how to play there character so KNOCK IT OFF!!!!!
unless they are literally saying "Oh the battle matt is out so I know there is a fight..." I can tell them there character can't see the battle matt or dice...
I can know that the player has seen the battle matt and the character hasn't
because again that is IN CHARACTER knowledge.... as opposed to the presence of the battle mat, or me opening the monster manual, or me taking out the dragon mini... those are OUT OF CHARACTER things.
the only knowladge I want them to lack is out of game
um... then why play as a character at all?
right... and I didn't. I can assume pretty well that anyone raised in a real world setting has a base idea what a vampire is... and an aliens but I can't believe they would think those as true options unless they were portrayed as the kind of nutty person that would believe in those things...
I really hope that the first time you find even the hint of vampires you don't hope holy water or garlic will protect you and you would jump to the MUCH saner "someone is acting like a vampire but is a normal person" theory...
cause in the real world vampires are NOT real...(I can't believe I just had to type that)
now in a D&D setting they may be real and it may be as reasonable to suspect a vampire as in the real worlds it would be to suspect a crazy person...
no... and if my real life buddies acted like they thought that a vampire was loose in the city in real life I would look at them like they were crazy. AND IF SOMEHOW IT TURNED OUT TO BE TRUE VAMPIRES DID EXSIST, i would not even feel dumb for saying "No they don't" until overwhelming evidence was given.
correct... another way that a character may know or be used to things that we the players are not.
I'm sorry what?!?! supernatural killer is as likely as body armor or PCP(or a mix)?!!? really?
no it doesn't... it is slightly more reasonable then it was when 'someone died in my city and now I hear a noise' but only slightly... like I feel like at this point you are pulling my leg.
I'm sorry how does that disprove anything... a real life thing that has happened in history (including resent history) and half the people wont believe it... but you seem to think that something that (as far as we know) has not only never happened but is literally based on stories we tell our children should be just accepted?
I can see a movie character being superstitius and seen by most other characters as crazy jumping to vampire... and in the story even being right. I just can't see regular people just going "Oh must be the children's story"
nore did I claim to... I asked for consistency and role playing based on the character NOT out of game knowledge.
I have not once told a player how to play there character so KNOCK IT OFF!!!!!
there will come a point when that is true... and with 5 recon marines it may be 5 different times... with 5 players and 5 PCs it may be 5 different times... I just ask that the movie be based on the characters not the writer or audicane knowing it is a movie, and that the character not the players that know it is a game.
nore did I... I asked they play the characters they made... consistent with the world we all worked on. KNOCK IT OFF!!!!!
yes and no one disagrees with that.
yup... but who said it sin't?
unless they are literally saying "Oh the battle matt is out so I know there is a fight..." I can tell them there character can't see the battle matt or dice...
I can know that the player has seen the battle matt and the character hasn't
no and I expect that even the most annoying write a novel length back story player can't have it and I for one have never required such
I agrree... in the real world no one is choosing to jump off a 50ft cliff let alone a 100ft one... but as I said before in my games the characters grew up knowing that strong/tough adventurers CAN survive that... and when they are tough enough they have a good idea about that.
because again that is IN CHARACTER knowledge.... as opposed to the presence of the battle mat, or me opening the monster manual, or me taking out the dragon mini... those are OUT OF CHARACTER things.
YOUR side doesn't want to separate in and out of game... I do. and that makes me wonder what happens if someone sees your notes... does there character get some view of what is to come?!?!
the only knowladge I want them to lack is out of game
um... then why play as a character at all? why ROLE PLAY what your character knows instead of just talking useing your out of game mindset... make it like chess and pandamic, just a board game not a role playing game
I agree that is 100% the way the characters should be thinking if they live in an average D&D world. I never even hinted it isn't... my Predator example was characters in the modernish world
no one... not me not anyone else is asking players to play dumb.
a great example of out of character thinking is in the most recent run of Xmen... t... but that seems to me to be the more in world thought
Ok, so you don’t like the way I interpret the rules for perception. Cool. Glad we spent a dozen posts getting that figured out.
Yes, I’m aware. I believe the intent of the passive check mechanics is for them to apply when a character is looking/listening not just seeing/hearing. That’s why you can’t use them while engaged in another task.
Yes, things are going on in the locations. Which of those things will end up mattering to the story we create together by playing the game, and which won’t? I don’t know, and can’t know until we actually play.
No, I do not generate treasure randomly when the players find it, with the exception of pocket change carried by humanoid enemies. Yes, I do come up with information connecting the stuff I generate or place to the locations they’re in. Since I can’t seem to understand what you mean when you say “important,” I can’t tell you if any of that information is what you would consider “important” or not. I can tell you that I have no idea what if any of that information the players will learn, or how they will use it, or if it will end up impacting the story we create together in any meaningful way.
Seems like a clever plan.
I have not ignored their intent at all. They wanted to find out if there was a trap, and arguably they will. Since the trap is set off by standing in the center of the room, standing in the center of the room will result in the trap being set off. I don’t understand how this statement can be disputed, it is tautological.
Again, I didn’t ignore that intent at all. I understand they intend to find out if there’s traps; their approach to achieving that intent happens to be one that will inevitably result in the trap being set off. I don’t see any other way that action could be resolved.
Well, it’s a choice to keep watch for danger while traveling or exploring, instead of, say, navigating, making a map, looking for secret doors, etc.
Again, arguably they have been quite successful at finding out if there’s a trap. But, yeah, sometimes you make a decision and that decision has an outcome that is negative for your character. It is important to me that those negative outcomes be a result of your decisions, not random chance. Accordingly, I endeavor to give the players the tools they need to make informed decisions, and I expect them to give me the tools I need to determine the outcomes of those decisions.
I don’t want to assume an approach that would cause them to fail. Nor do I want to assume an approach that could not fail. I don’t want to assume an approach at all. That’s why I expect them to tell me their approach.
Depends where and how you search. I need a clear and reasonably specific declaration of goal and approach to determine that. “Search the whole room” is not reasonably specific in my opinion because there’s practically infinite ways that could be done. I need something specific enough that if we both play it out like little movies in our heads, those movies would look pretty similar. Otherwise, we are likely to have misunderstandings as we imagine entirely different narratives.
Cool. You do you.
When I play as a player, I often succeed without a roll by describing actions that eliminate either any reasonable chance of failure, any potential consequences for failure, or both. In my experience, it’s not that hard to do.![]()
I just fundamentally disagree. There’s no great skill involved in deciding whether to hide under the ogre’s table or in the pantry; that’s something I think everyone who has played hide and seek as a child has probably picked up. The +17 becomes relevant when and if a stealth check becomes necessary.
If you don’t think Frodo wanted to get to Mt Doom as quickly and efficiently as possible, we got very different impressions of that story.
I think the social interaction rules are mostly concerned with whether an NPC, given their disposition toward the end of the interaction, is willing to take a risk or incur a cost for the PCs. Anything outside of that doesn't really need much in the way of mechanics in my view.I am less and less inclined to use things liek persuasion checks. I don't care if players act out their dialogue, but I want to know what they say to the NPC and then I will judge the response based on what I know about the NPC. I usually only used skill checks in those circumstances where I don't know the NPC well -- the players just picked some poor unimportant bastard out of a crowd -- or I literally have no reason to believe the NPC will respond one way or the other. And even then half the time I am not really judging the PC's performance -- they did what they said they did -- so much as I am taking the temperature of the NPC. Poor result? It might not be you; maybe that guard just got chewed out for sleeping on the job last night, or that courtier was rebuffed by his romantic target.
I mean if it hasn't come up... why or how would I know? this seems a weird argument. DO you mean in real life in a game or a story..., good stories foreshadow it by making it come up, in real life and games it doesn't work that way (no reworks after you get to the end to add forshadows)b) If it hasn't come up before, how do you know the character doesn't believe in UFOs and aliens? Lots of people do and it doesn't necessarily come up in normal interactions with them. I've been frequently surprise in life to learn specific beliefs of people I know.
I would think that in the form of a movie it would be based on the flow of the story. In a game based on how the Player feels... in real life though I fully reserve the right to call someone nuts if they jump to vampire for no reason.c) Once you introduce evidence to a scene that might imply vampires or aliens, how do you know that evidence wouldn't cause the character to reassess their beliefs.
um... you are saying you would defualt to maybe magic? in real life? like right now in the real world?I'm the sort of person that would probably hedge my bets and consider that MUCH saner. As soon as I encounter a potential out of context problem, one of my first thoughts is, "Maybe I don't know as much as I think I know."
right so again.... real world (and stories based on the real world) should require some real hard evidence and a fantasy story where your dad died in the great vampire purge should not be disbelieving it (see mutant resurrections)But in the real world we don't get evidence that suggests vampires very often either, or we might have other ideas.
and all I ask is they keep it in game... not out...It doesn't really matter if it is or not. Once you present evidence that could reasonably be interpreted as a supernatural killer, it's up to the player to decide whether they leap to that explanation or not.
the player gets to make a choice... if the rest of the table (cause this isn't something we force 1 person at the table to do) thinks it's out of character or worse out right cheating (see has ravenloft book open) then we as a group will try to talk it out... like adults (okay maybe immature adults with sense of humors that have not improved since highschool)You can't tell the player, "Your character would never leap to the explanation, "supernatural killer"." Because you can't know that. The player has to decide, and whatever the player decides is correct.
nope... again this is a discussion not some weird house rule... this is a game for fun. What do you think I do as a DM!?!?You are claiming GMing right to know what out of game knowledge is and squash it.
when did I do that? How is that the same as expecting my players to think in game not out of game?!?! and we all agree on that so I have not seen even a small discussion (other then immature jokes) in years.You're filtering and rejecting propositions based on your opinion as "What the character would know" or "What the character would do"
as a table, as a group of friends I see no reason we can't talk out if something isn't working... but no I don't think since I was 17 I have said "You can't do that it's metagaming" and that was when I had only been playing for 2ish years in 90'sSo it kind of feels like this is a contradiction. Are you or are you not asserting that you can reject a proposition you feel is out of character or "metagaming"?
okay... so how is that different then me calling it in and out of game knowledge?I don't even see your point. If the player says, "My character shouldn't get a surprise roll because I saw you get out the battlemat" then, sure you can deny that advantage because it's not based on fictional positioning in the game world.
I mean I don't normally run alot of suprise but when I do i go with the rule of thumb of asking (to a player or tomyself) "Did you see that coming?"But if the player says, "My character shouldn't need a surprise roll because as soon as we started talking to the scruffy gentlemen I suspected bandits and readied myself for the possibility of an ambush", I totally agree with the player.
I don't know why you think that I think I am a mind reader...You can't know whether if you didn't get out a battlemat, the player and hence the character still might have suspected an ambush. You ought not tell the player, "You ought not suspect an attack (that is actually coming) and get ready for it because that's metagaming."
when did I even suggest not letting a player load a weapon? this is quite frustrating... I don't understand where you get this.I still don't your point. No one was talking about table cues until you suddenly introduced the idea. Things like "You hear a noise outside" are in character events that produce in character knowledge. If the character says, "I get and load my shotgun" you as the GM shouldn't say, "That's metagaming. You're character would probably wouldn't think much of it or would think it was a racoon or something."
no expect the players to self police. IF over time the table thinks someone isn't a good fit we may talk to them but not one of my examples of play had that (mostly because I would take pages of set up context)You seem to think you can arbitrate what that knowledge is.
well at my tables if we as a whole disagree too much you will be asked to leave... although again it's been years and years since this happened. It also isn't 1 DM... we all DM (some more often, some a bit better then others by consensuses) so again no 1 person has somme special mind reading or turn of argument... just self police... do what your character would do.Because I'm the only one that can make those decisions. I don't know everything my character knows. I can't know what my character would act like in absence of my knowledge as a player. I can try to imagine it, but ultimately whatever I decide the GM will have to be happy with, because it's my character.
I am not a fan of that... although some people have done it... that seems an odd way to make a choice outside a corner case.At one time I tried to throw dice or flip coins to decide what my character would know so it wouldn't be influenced by my knowledge as a player, but after a little while I started to wonder why play my character at all if I'm just going to let the dice play my character.
Why are we discussing "real world..." anything?
right and that was the point... Our world and there world are (normally) very different. We when playing (PC or NPC) should be (IMO) trying our best to play in the mindset of the in game not the out of game... I still can't believe how controversial that is on enworld this weekThe game world is absolutely NOT that. BUT it is the "reality" of the PCs.
yeah in a standard D&D game I agree,In the game world any PC that DOESN'T believe in vampires might well be considered crazy.
has anyone actually said they want to dictate what a player has there PC think or do (outside of magic effects).... the closest I came was we should (IMO) be trying to be in the shoes of our characters...And that gets into the player dictating the PCs beliefs. It's not my role as DM to dictate what the player has his PC believe, even when the player seems to always have the PC believe what is most advantageous to the player.
has anyone actually said they want to dictate what a player has there PC think or do (outside of magic effects).... the closest I came was we should (IMO) be trying to be in the shoes of our characters...