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*Dungeons & Dragons
Character play vs Player play
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<blockquote data-quote="The Crimson Binome" data-source="post: 6432960" data-attributes="member: 6775031"><p>That's not any sort of in-game event, though. There's nothing that happens <em>within</em> the game world that resolves in a manner depending on out-of-game stuff. You're just talking about pre-game premise stuff, when people sit around and decide that they want to play D&D rather than Shadowrun or Parsec or something. As a choice, it's <em>entirely</em> external to the game world.</p><p></p><p>I will re-assert this as a standing truth: It's just a game, and what happens in the game has no impact on the real world. Maybe some players have a hard time understanding that. Certainly, if one player makes a point of having her PC repeatedly kill off the PCs of another player (without sufficient in-game reason), then that player probably doesn't understand this.</p><p></p><p>That's the ideal, though. It takes some amount of maturity on behalf of all parties, but the designers shouldn't be held responsible for players who don't understand this.</p><p></p><p>In this case, I meant before or after the session (or during a food break or something). If the in-game reason for why the character didn't brew certain potions (or whatever) is that the DM didn't want to deal with during game-time, then I would say that's bad. It's totally meta-gaming, and hurts the internal causality of the world. (I'm imagining a conversation between characters, where one asks why the other didn't have a certain potion ready, and the response is that the DM didn't want to deal with it.)</p><p></p><p>On the other hand, slowing the game down in order to work things out mid-session would also be bad. In this case, meta-gaming it would probably be the lesser of two evils. </p><p></p><p>Sure, I think I saw rules for that in the DMG2 from 3.5, but it is very much the player adopting the role of a friendly NPC. Kind of like a henchperson, except you can't directly interact with it. And maybe that's something which changed along the line, but I've always understood that an NPC is definitionally <em>not</em> played by the player.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6432960, member: 6775031"] That's not any sort of in-game event, though. There's nothing that happens [I]within[/I] the game world that resolves in a manner depending on out-of-game stuff. You're just talking about pre-game premise stuff, when people sit around and decide that they want to play D&D rather than Shadowrun or Parsec or something. As a choice, it's [I]entirely[/I] external to the game world. I will re-assert this as a standing truth: It's just a game, and what happens in the game has no impact on the real world. Maybe some players have a hard time understanding that. Certainly, if one player makes a point of having her PC repeatedly kill off the PCs of another player (without sufficient in-game reason), then that player probably doesn't understand this. That's the ideal, though. It takes some amount of maturity on behalf of all parties, but the designers shouldn't be held responsible for players who don't understand this. In this case, I meant before or after the session (or during a food break or something). If the in-game reason for why the character didn't brew certain potions (or whatever) is that the DM didn't want to deal with during game-time, then I would say that's bad. It's totally meta-gaming, and hurts the internal causality of the world. (I'm imagining a conversation between characters, where one asks why the other didn't have a certain potion ready, and the response is that the DM didn't want to deal with it.) On the other hand, slowing the game down in order to work things out mid-session would also be bad. In this case, meta-gaming it would probably be the lesser of two evils. Sure, I think I saw rules for that in the DMG2 from 3.5, but it is very much the player adopting the role of a friendly NPC. Kind of like a henchperson, except you can't directly interact with it. And maybe that's something which changed along the line, but I've always understood that an NPC is definitionally [I]not[/I] played by the player. [/QUOTE]
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