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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Aldarc" data-source="post: 6950771" data-attributes="member: 5142"><p>I find myself of a similar mind as Hussar and a few others in this thread. There is no commandment or rule in 5E not to metagame in either the PHB, DMG, or MM. It is written on neither paper nor tablet, whether stone or technological. There also seems to be a growing trend among roleplayers, at least as exemplified in a number of online articles that I have been reading on the subject in RPs, that metagaming is an intrinsic and inseparable part of roleplaying games. One can't not metagame. Metagaming happens even during character creation: <em>How can I make my character to be an effective with the party composition?</em> I do not have a contention with metagaming per se. My contention, which I imagine to be similar as your own underlying one, lies with players <em>not roleplaying</em>. I don't care how much players metagame; I only care that players roleplay well. As I have said, I don't think that metagaming and roleplaying are inherently antithetical to each other either. </p><p></p><p>I also have strong contentions with a number of presumptions and arguments here. You seem to be venturing towards arguing the contentious notion that DM/GMs can't roleplay. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p></p><p>More troubling for me is the notion of FATE (and similar more narrativist-oriented roleplaying games) as 1) "not a role-playing game," which approaches edition-warring levels of trouble, and 2) that these roleplaying games are, as a result, "<em>badwrongfun</em>." FATE is clearly a roleplaying game by any reasonable standard. Players roleplay as player characters. Players also have some dimensions of narrative control over the story, particularly as it affects their own character, that is reinforced through mechanical options. When a player uses a Fate point to "declare a story detail," that detail does not come <em>ex nihlio</em> but as an extension from the character's aspect. It is about building a character. It is about becoming a character. It's about fleshing out a character that grows with the narrative. What's more, the GM can potentially reject the player from spending the Fate point if it is deemed inappropriate to the character, story, scenario, etc. </p><p></p><p>I also disagree with your metgaming example here. In this hypothetical world of Deeandia, it would not be difficult to imagine that people would quickly come to grasp with clear cause and effect consequences of resting, spells, and hit points. If the characters in question have observed or experienced themselves becoming more invigorated in the process of "encounters," don't you think they could connect the dots fairly quickly regarding what they would do in-character?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 6950771, member: 5142"] I find myself of a similar mind as Hussar and a few others in this thread. There is no commandment or rule in 5E not to metagame in either the PHB, DMG, or MM. It is written on neither paper nor tablet, whether stone or technological. There also seems to be a growing trend among roleplayers, at least as exemplified in a number of online articles that I have been reading on the subject in RPs, that metagaming is an intrinsic and inseparable part of roleplaying games. One can't not metagame. Metagaming happens even during character creation: [I]How can I make my character to be an effective with the party composition?[/I] I do not have a contention with metagaming per se. My contention, which I imagine to be similar as your own underlying one, lies with players [I]not roleplaying[/I]. I don't care how much players metagame; I only care that players roleplay well. As I have said, I don't think that metagaming and roleplaying are inherently antithetical to each other either. I also have strong contentions with a number of presumptions and arguments here. You seem to be venturing towards arguing the contentious notion that DM/GMs can't roleplay. :erm: More troubling for me is the notion of FATE (and similar more narrativist-oriented roleplaying games) as 1) "not a role-playing game," which approaches edition-warring levels of trouble, and 2) that these roleplaying games are, as a result, "[I]badwrongfun[/I]." FATE is clearly a roleplaying game by any reasonable standard. Players roleplay as player characters. Players also have some dimensions of narrative control over the story, particularly as it affects their own character, that is reinforced through mechanical options. When a player uses a Fate point to "declare a story detail," that detail does not come [I]ex nihlio[/I] but as an extension from the character's aspect. It is about building a character. It is about becoming a character. It's about fleshing out a character that grows with the narrative. What's more, the GM can potentially reject the player from spending the Fate point if it is deemed inappropriate to the character, story, scenario, etc. I also disagree with your metgaming example here. In this hypothetical world of Deeandia, it would not be difficult to imagine that people would quickly come to grasp with clear cause and effect consequences of resting, spells, and hit points. If the characters in question have observed or experienced themselves becoming more invigorated in the process of "encounters," don't you think they could connect the dots fairly quickly regarding what they would do in-character? [/QUOTE]
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