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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7578931" data-attributes="member: 23751"><p>So the first thing I would do upon getting that background is figure out what level the uncle is. A level 5 adventurer uncle will have far less monsters encountered and learned about than a level 15 adventurer uncle. Then I would look at the area of the world the uncle adventured in and what monsters would be commonly encountered up to his level. For those monsters, yes the PC would get a check and I would treat it similar to having a knowledge skill. The DC would be the same as someone who didn't have the background, but had the appropriate skill.</p><p></p><p></p><p></p><p>I ask my players for a written background so that I have an idea about their PCs. It's not all encompassing, but it gives a pretty good general idea of what they might know or not know. They can add in more details later, but only with respect to something they've put into their background. For example, they can add a limp to their uncle received by a raging owlbear later on, so long as the adventurer uncle was in the original background. They can't just keep adding in new uncles to suit their desires.</p><p></p><p></p><p></p><p>The players know about the HPs and other resources, but the character does not. The character would be aware that he is tiring and getting bruised up, slowing him down and/or making him more sloppy, which is more likely to get him killed, but he won't know that he dropped from 30 hit points to 10. The player is the only one to know about something like second wind. A character isn't going to be able to just trigger a second wind at will. Second winds come when they come in the game world, but outside of that the player is choosing. Since metagaming is having the character act on player knowledge about something the character wouldn't know about, none of that is metagaming.</p><p></p><p></p><p></p><p>Bringing out of character knowledge into the game is where metagaming happens.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7578931, member: 23751"] So the first thing I would do upon getting that background is figure out what level the uncle is. A level 5 adventurer uncle will have far less monsters encountered and learned about than a level 15 adventurer uncle. Then I would look at the area of the world the uncle adventured in and what monsters would be commonly encountered up to his level. For those monsters, yes the PC would get a check and I would treat it similar to having a knowledge skill. The DC would be the same as someone who didn't have the background, but had the appropriate skill. I ask my players for a written background so that I have an idea about their PCs. It's not all encompassing, but it gives a pretty good general idea of what they might know or not know. They can add in more details later, but only with respect to something they've put into their background. For example, they can add a limp to their uncle received by a raging owlbear later on, so long as the adventurer uncle was in the original background. They can't just keep adding in new uncles to suit their desires. The players know about the HPs and other resources, but the character does not. The character would be aware that he is tiring and getting bruised up, slowing him down and/or making him more sloppy, which is more likely to get him killed, but he won't know that he dropped from 30 hit points to 10. The player is the only one to know about something like second wind. A character isn't going to be able to just trigger a second wind at will. Second winds come when they come in the game world, but outside of that the player is choosing. Since metagaming is having the character act on player knowledge about something the character wouldn't know about, none of that is metagaming. Bringing out of character knowledge into the game is where metagaming happens. [/QUOTE]
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