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<blockquote data-quote="ClaytonCross" data-source="post: 7559551" data-attributes="member: 6880599"><p>I could not agree more. After all if you TPK a group at level 1 because Tiamate attacks they town they are in that would be a <em>negative effect of not metagaming</em>. Leveling challenges and monsters to the party or even ensuring the party is the correct level for a pre-made dungeon or setting is meta-gaming but in the best possible way, for the improvement of the groups fun. </p><p></p><p>While yes <strong>I believe in having static GM elements</strong> so that players choices matter from the aspect of they can trivialize a task by becoming more skilled or remain difficult because they chose not too. Which is why I ensure I have traps if I have a trap master (possibly if I don't with alternant ways of disarming them) but I use a random macro or pre-generate them and roll for what I put in the dungeon at what spot.It is also true that if a character makes a scout and then GM requires the group to always stay together and forces successful NPC ambushes in order to push the story they way they want or choices to not include traps knowing that one of the player built a character who specialized in disarming them... also, take away player agency because player wants to play a specific style and the GM is denying that. Which is why I put level ranges and difficulty on my traps and only give them level appropriate or lower traps, because its not fun to kill a level 1 player on lvl20 trap, I am meta gaming that. <em>Having said that, if the GM doesn't want to deal with traps players shouldn't force it on a GM. They just need to talk about it first. </em></p><p><em></em></p><p><strong>My GM reviews characters before he starts planning campaigns, askes for changes to fit the world he designs, and lists what makes each character unique ties something for those in the campaign</strong>. "No Half orcs or Tieflings they are evil in my world and you will get murdered on site in most place. Oh your a trap master... Ok, I will ensure their are traps once in a while, its on the list. You two both built Tank healers, that's fine but you might want consider who is primarily the tank and who is primarily the healer and possibly tweak a little otherwise your likely to always be competing for your time to shine, also anyone who has submitted a character yet who was considering a healer or tank, you might want to look harder at your other ideas or your going to feel like a third wheel. A backup or "helper" is not going to rune anything but when you start getting 3 deep or focusing on the same primary role someone is likely to feel robbed and it generally hurts the fun and mood at the table."</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7559551, member: 6880599"] I could not agree more. After all if you TPK a group at level 1 because Tiamate attacks they town they are in that would be a [I]negative effect of not metagaming[/I]. Leveling challenges and monsters to the party or even ensuring the party is the correct level for a pre-made dungeon or setting is meta-gaming but in the best possible way, for the improvement of the groups fun. While yes [B]I believe in having static GM elements[/B] so that players choices matter from the aspect of they can trivialize a task by becoming more skilled or remain difficult because they chose not too. Which is why I ensure I have traps if I have a trap master (possibly if I don't with alternant ways of disarming them) but I use a random macro or pre-generate them and roll for what I put in the dungeon at what spot.It is also true that if a character makes a scout and then GM requires the group to always stay together and forces successful NPC ambushes in order to push the story they way they want or choices to not include traps knowing that one of the player built a character who specialized in disarming them... also, take away player agency because player wants to play a specific style and the GM is denying that. Which is why I put level ranges and difficulty on my traps and only give them level appropriate or lower traps, because its not fun to kill a level 1 player on lvl20 trap, I am meta gaming that. [I]Having said that, if the GM doesn't want to deal with traps players shouldn't force it on a GM. They just need to talk about it first. [/I] [B]My GM reviews characters before he starts planning campaigns, askes for changes to fit the world he designs, and lists what makes each character unique ties something for those in the campaign[/B]. "No Half orcs or Tieflings they are evil in my world and you will get murdered on site in most place. Oh your a trap master... Ok, I will ensure their are traps once in a while, its on the list. You two both built Tank healers, that's fine but you might want consider who is primarily the tank and who is primarily the healer and possibly tweak a little otherwise your likely to always be competing for your time to shine, also anyone who has submitted a character yet who was considering a healer or tank, you might want to look harder at your other ideas or your going to feel like a third wheel. A backup or "helper" is not going to rune anything but when you start getting 3 deep or focusing on the same primary role someone is likely to feel robbed and it generally hurts the fun and mood at the table." [/QUOTE]
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