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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="Ristamar" data-source="post: 6684703" data-attributes="member: 1207"><p>Interesting discussion. A few sincere questions for those that are vehemently opposed to metagaming:</p><p></p><p>Is it preferable to have players that have little or no experience with the game system you're running to avoid conditioned or metagame behavior? If one of the highest priorities is restraint or circumvention of metagame behavior, I would assume running new campaigns with a veteran group could be difficult. The more familiarity a player has with a system, the more mental gymnastics (s)he has to perform in an effort to disassociate personal knowledge and experience relative to a new character's lack of knowledge and experience. </p><p></p><p>Do you modify or expand upon existing systems to allow for more exploratory actions and mechanics to assist in determining and expanding the relative boundaries of a character's abilities? For example, how do spellcasters come to fully understand their spells' power variance? How do healers determine the level of spell they need to cure an ally's wounds? Are there utility spells or skill mechanics that would help probe innate defenses or test the efficacy of various actions or effects? </p><p></p><p>At what point is the effort to disassociate dropped in favor of accepted rationalization? How does a player know when his character has the proverbial light bulb turn on when exploring new skills and abilities or absorbing new information? Is the player or the DM the ultimate arbiter of what rationalization is acceptable and what crosses the line into metagaming?</p></blockquote><p></p>
[QUOTE="Ristamar, post: 6684703, member: 1207"] Interesting discussion. A few sincere questions for those that are vehemently opposed to metagaming: Is it preferable to have players that have little or no experience with the game system you're running to avoid conditioned or metagame behavior? If one of the highest priorities is restraint or circumvention of metagame behavior, I would assume running new campaigns with a veteran group could be difficult. The more familiarity a player has with a system, the more mental gymnastics (s)he has to perform in an effort to disassociate personal knowledge and experience relative to a new character's lack of knowledge and experience. Do you modify or expand upon existing systems to allow for more exploratory actions and mechanics to assist in determining and expanding the relative boundaries of a character's abilities? For example, how do spellcasters come to fully understand their spells' power variance? How do healers determine the level of spell they need to cure an ally's wounds? Are there utility spells or skill mechanics that would help probe innate defenses or test the efficacy of various actions or effects? At what point is the effort to disassociate dropped in favor of accepted rationalization? How does a player know when his character has the proverbial light bulb turn on when exploring new skills and abilities or absorbing new information? Is the player or the DM the ultimate arbiter of what rationalization is acceptable and what crosses the line into metagaming? [/QUOTE]
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