Emerikol
Legend
I've been doing it successfully for years. I just don't tell players what they don't know. I change up monster stats all the time. I once had a player complain that a certain monster could not do what it was doing. My answer "Are you going to trust some dusty old tomes you read in a library or are you going to trust your eyes?" You see only what I tell the players is reality.I hope you don't presume here that my PCs don't.![]()
It is inherently a fool's errand. You are correct that "it's easier to play true to character if what you know as a player matches what you know as a character," but this is striving after wind. There is an inherent disconnect and power imbalance between player and character knowledge that [MENTION=87792]Neonchameleon[/MENTION] overviews quite well. So for me this is really a discussion of "which metagaming poison do you pick?"
You are arguing that metagaming can be fun. I'm saying good for you. I know it can be fun for many people. It would be insane on my part to deny something so obvious. I stated though that for me it's not or it lessens the game for me and I'd rather go for it all when I roleplay. Roleplaying is a far bigger commitment timewise than most other games. I want only the very best game I can get for me. And it's not because it would be absolutely impossible for me to play through a metagame style rpg. It just wouldn't satisfy me any more than a board game would and I'm unwilling to commit that much for board game level fun. And before anyone cries foul, I am not saying your approach IS board gaming. I am saying that the satisfaction I would get is equivalent to the satisfaction I'd get from a one off board game. Which is not zero by any measure but it's not even close to a good rpg campaign.But isn't that metagaming? Sure, but part of Fate's social contract is that a player creates the Troubles that the player wants their character to experience in the game. The player is getting rewarded for roleplaying the character they wanted. This "metagame" is important for Fate as a game. The mechanic engages the player to embrace and think as character. You can spend Fate points when you put yourself into opportunites that lean on your character aspects. You gain Fate points when you put yourselves into opportunities that lean on your character aspects.
My way of dealing with the example of the outlaw is just rolling for it. In this town, what are the odds are famous outlaw will be recognized. Just roll for the various patrons. So yes, it is out of the players hands. Some don't like that. But it really is true that the character if he is hiding out doesn't want to be detected OR the character can let that out of the bag himself intentionally.
I do not doubt that this process can be immersion-breaking for some, but these transactions most often transpire in-character for most Fate games I have played or run. Not only has [MENTION=6698278]Emerikol[/MENTION] raised how this makes him feel like they are playing a chess piece, I had a similar conversation with [MENTION=4789]Lord Mhoram[/MENTION] about this awhile back too. But several of players in my D&D group have said that D&D makes them feel more like minis in a tactical war game than characters, and they find Fate's mechanics more conducive for in-character roleplaying. (Though I wager that most people who game don't care.) My point here being that people have different preferences for mechanics that engender the in-character roleplaying experiences they want, and different games can produce different results depending on those preferences.
On this there can be no doubt. I hope I have not in anyway given the impression that I don't agree that people have different tastes and different experiences.