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lowkey13
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*Deleted by user*
...Many people have the opposite experience of you, and are finding better, more immersive roleplaying with 5e. Many players (who I've seen) seem largely oblivious to rules and what's on their sheet, and are playing exactly the way you remember with such fond nostalgia.
Every edition has had every kind of player.
Solution: wherever possible the player just says what she wants her PC to do, and the basics of how; leaving the DM to worry about the specific mechanics involved.
Take turn-undead as an example. All the player needs to know is that Clerics have the ability to attempt to turn undead. The rest of the mechanics are left entirely in the DM's realm, and on the player declaring her PC is trying to turn undead the DM tells her what dice to roll (and eventually the player will just know this) and sort out the results.
Of course this assumes trusting one's DM to apply the mechanics fairly and consistently, etc.; but if you can't do this why are you playing in that game anyway?
This speaks to exactly what I'm getting at above. As the editions have gone along more and more game mechanics have been transferred from the DM-side to the player-side; and I don't know about anyone else but for me-as-player that mechanics transfer gets directly in the way of immersion.
Add to that the fact that as the editions have gone along more and more classes have had to worry about more and more abilities (mostly skills and feats), the in-play remembering and application of which also harms immersion. In combat this isn't as big a deal, but in role-play situations it can be.
Familiarity, pure and simple.
Were I in that position - trying to design/write a system and needing examples - I'd probably use stuff from my own game too. It's something I'm already familiar with, I don't need to make it up again as the example already exists, and - should such things matter - if there's any copyright issues regarding the example I in theory already hold said copyright.![]()
I know you often make this argument (that a character within the game naturally understands and "susses out" the underlying math) this literally makes no sense, and I still fail to understand it each and every time you make it.
(snip)
But again, this is all besides the point. If you like the "game" aspect, that's awesome! You don't have to do any post hoc rationalization. After all, the earliest games often relied on the player's skill, not just the proverbial "PC knowledge." Whatever is fun for you!
I just don't understand this argument you make. It's unnecessary, and kind of odd?
I'm not sure I get that? Is it bad to say that you "metagame?" Or for particular cases?
I mean, a lot of the early, Gygax-ian D&D assumed that the player applied gaming expertise to the game that was independent of the character; in fact, many early modules assumed and required this type of play. Heck, it's the theory behind competition modules!
The game world is not our real world, but it is a world that could be real. Things work differently there, because they follow the local laws of nature rather than real-world laws, but the laws that they do follow are consistent. That's the minimum consideration for any fictional world, whether in a game or novel. If you cross that line, then it stops being fantasy and starts being a fairy tale.1. The game is not real life. It is not even a very accurate simulation. It has never even tried to be, from the very first editions onward.
If I was cornered by thugs, I would be able to glean enough information from the environment to make a fairly accurate assessment as to my chance of climbing a wall or running past them. Even if I can't name all of the factors off the top of my head, I could make a reasonable guess based on the exact distances and my knowledge of my own physical abilities and the appearance of the wall and the body language of the thugs.3. Even assuming (1) and (2) are correct, most people in today's modern age, with full ability to understand and learn such topics as statistics, where the properties are widely known and disseminated, still don't know. For evidence of this, see almost any thread on this very board where the topic comes up.
But again, this is all besides the point. If you like the "game" aspect, that's awesome! You don't have to do any post hoc rationalization. After all, the earliest games often relied on the player's skill, not just the proverbial "PC knowledge." Whatever is fun for you!![]()
I honestly can't tell whether you're being serious here. Meta-gaming is universally bad, from a role-playing standpoint. Role-playing is making decisions as your character would make them, based solely on information available to them; and meta-gaming is making decisions based on out-of-game factors that your character can't possibly be aware of. They are mutually incompatible, to the point that I wouldn't even consider Gygax's game to be a role-playing game in that sense, since you aren't making your decisions in-character.I'm not sure I get that? Is it bad to say that you "metagame?" Or for particular cases?
I mean, a lot of the early, Gygax-ian D&D assumed that the player applied gaming expertise to the game that was independent of the character; in fact, many early modules assumed and required this type of play. Heck, it's the theory behind competition modules!
In some instances it can, I suppose; but in many others it just ends up diverting a player's thoughts from in-character to metagame considerations.I think that player knowledge of mechanics serves as a stand in for character knowledge of the world.
In terms of in-the-rectory classroom training, yes. But in the field when meeting an undead for the first time that shambles and has fleshy bits hanging off of it, how does she know whether it's a zombie or a wight or some other thing she's never heard of?It doesn't really have to be about the DM being fair, or the players trusting the DM. It's more about (as others have gone on to say in the thread) the fact that characters have some knowledge of their world and their place in it. A novice cleric would know that he has a better chance at turning a zombie than a vampire, for instance. And so on.
Me being one, if for no other reason than the loudmouths don't give the quieter players a chance to think for themselves. That, and in situations where the PCs can't see or interact with each other (e.g. someone's gone ahead scouting and the party doesn't have long-range communication) the players' lack of interaction should reflect that. (for my part, in situations like this I'll take the scout's player to another room, or do it all by note, to enforce this)I find that meta knowledge of all kinds can serve as a substitution for some in world thing that cannot be replicated at the table. I allow players to offer each other advice, for example, which is something I know many DMs do not allow.
Where that's one change I've never liked; it moves far too much of the math into my view as a player, and breaks the illusion.When a friend recently asked me to play a 1e game again for fun, he shared the books with me so I could make a character. I had forgotten that all the to hit matrices were in the DMG. I'm so glad they've changed that.
Yeah, THAC0 and all that - which I've never used, and still don't.I mean, even back in the day they realized what a bad idea that was and made that info available to players in different ways.
That didn't last long, given that within a few years came the whole Greyhawk series of modules - for better or worse...Sure. I wasn't clear about what I was saying....since Gygax seemed reluctant to want to offer his world as a source for players and instead expected them to come up with their own setting, it seems odd to use examples from his own game. Especially since he also used examples from fiction and myth (copyrights be damned in some cases!).
It seems to me to be a bit of a conflict compared to the commonly accepted idea that he did not expect players to mine his material for their home game. Certainly he had to know that The Hand of Vecna was going to wind up as the goal of some home games, rather than simply as inspiration for a DM to come up with some other similar artifact to use.
Yes. It's worse than saying you like to play Gnome Paladins, by many degrees.lowkey13 said:I'm not sure I get that? Is it bad to say that you "metagame?"