Lanefan
Victoria Rules
Other than the players are left unsure as to what they can act on and what they cannot. Why introduce that uncertainty when you don't have to?In a perfect world, players would respect in and out of character knowledge and not play on it. My suggestions are ways to use existing rules to help be a gentle reminder to players that they are acting on out of character knowledge. This has a very positive effect of not requiring 'putting a hammer down', as it just alerts them to the bad habit and resolves it via roleplay/rules. So the roleplay is smoother in handling it.
Ah, got it. OK.Each scenario is "bad" by means of the players using out of character knowledge. The first scenario is double bad as it also highlighted sometime tedium in scenarios created by the GM.
In my experience both as DM and player the bolded is NEVER the case, leading to an immediate and nasty argument when such advice is given by those who just can't keep quiet.So, one thing here I like to do is "Assume Character Competency".
If the humans at my table are collaborating in how a given character might want to act or look out for = I am 100% fine with this. We are assuming the character, living, breathing, growing up in that fantasy world - would have a greater understanding and depth of knowledge, than the player who controls them. That character may in fact, have thought of those other things to do that other players are suggesting or helping with... the character is assumed to be competent.
In fact, I go so far as; when Character A is alone in a high-stakes discussion with NPC X, I let any player at the table offer questions or manipulation ideas to the active player of Character A (should that player want such advice, otherwise I shush the others). In a highly collaborative group that enjoys this, it becomes everyone investing in and respecting other players and their characters.
Part of the fun for all of us is maintaining a vague sense of in-character realism. Obviously it's never perfect but that's no reason not to try.As long as the game feels like it has: stakes, there is sense of danger and consequence, and the plot is interesting and the NPCs are engaging = I don't care how the players share or act on out of character info. I got what I wanted = a really fun game![]()
I expect a certain degree of adversariality (is that even a word?); the players are trying to win and the GM, in role of referee, tries to keep things fair as per the rules of the game.It could be seen as a "Yellow Flag of a GM" who is likely too controlling or too insecure about their plot. There are possibly other issues of a GM who would panic over players engaging with the game collaboratively.
I will also re-state - players who wantonly take out of character knowledge to 'win' or choose their actions; are likely acting in response to a GM who is too adversarial.... but that's just my opinion on the matter...
While true, I think it's still on the GM to run the setting's NPCs true to what those NPCs would know, as best as possible. It's one of the real differences between being GM and player: a player can inhabit the mind of the character and stop there while the GM always has to look at the bigger picture.Let's never forget that the GM always acts on out of character knowledge...![]()
Didn't take it as a dig, we're all good.note; none of this is a dig at you, I am just talking to the OP concepts overall.
