Lanefan
Victoria Rules
"... as you imagine you or that other person would... " - seriously? You're not playing yourself in the game (with rare exceptions where a game specifically expects you to play as real-world you), you're playing "that other person". And so, a further clause needs to be added to your definition of role-playing: "...given such knowledge and information as that person would have available."Not at all. I’m saying that I stopped worrying about whether or not my players were playing beyond their character’s knowledge, and the results were overwhelmingly positive.
Role playing is the act of imagining yourself as another person and/or in another situation, and making decisions as you imagine you or that other person would in that situation.
Perhaps, but I posit that said role-playing has by that point lost some or all of its integrity.If those decisions are informed by details that you or that person wouldn’t have access to in that situation, you are still role playing.
Most (or nearly all?) of the time, using knowledge of 'extra' information known only to the player but not the PC gives the PC an in-fiction advantage it wouldn't otherwise have. To me this trends toward cheating.In fact, doing so may make the role playing experience more interesting. When you decide not to act on information external to the character, you are doing so intentionally, because you think it will lead to a better experience. When you decide to act on information external to the character, you get to come up with an in-fiction justification for why the character made that decision, which may be equally enjoyable.
By the same token, it's also very much the case that DMs have to carefully self-police in how they run their NPCs; as the DM always knows tons of stuff the NPC would not.
I agree; in fact that was kind of my point. I was responding to a post suggesting the reason for any check be told to the players before the check was called for, and gave an example of how this would quicky fall apart.The “there’s a hidden observer on the rooftop” part is wholly unnecessary.
Better yet, ask for the stealth check anyway whether there's observers there or not...in this case, as the character is trying to move through a crowd, the check might also inform whether the PC somehow caught the attention of a random passer-by - e.g. the PC is trying her best to be stealthy and some little kid yells out "Hey - why is that person acting so sneaky?!"You could just ask for the Stealth check. And yeah, that will indicate that there is an observer somewhere, and since you haven’t included details in your narration about any creatures that might be observing player A’s character, they can easily surmise that the observer is hidden.
It breaks character the moment they do something they wouldn't have done otherwise, or change what they'd already committed to doing.There was a time that I would have considered this “giving away the game.” Now the players know they’re being observed even though their characters wouldn’t. And I took it for granted that, that was a bad thing. But I never really interrogated what was so bad about it.
What comes of the players knowing they’re being observed? Well, they might start looking for the hidden observer. They might take action to shore up their attempts at concealing their presence. These are not things that it would be unreasonable for characters hoping to pass unobserved to do, so I don’t see this as breaking character.
Example: party says they're going to sneak down a passage past several open doors. Not until the 4th door do you call for a check (you-as-DM already knew the first three held no threat); and in response, before rolling, someone says "We stop here and rearrange our marching order into battle formation".
Now you-as-DM have given yourself a headache. Do you ban them from changing their order based on their prior commitment to sneaking the length of the hall? Do you let the order change happen and thus set a precedent that such metagaming is allowed?
Wouldn't it have been better to call for the stealth check at the first door, even though there was no threat there? The characters (in theory) wouldn't know which doors held threats and which did not, so why not determine their SOP at the first opportunity?
They can still interact with the game, only that interaction is going to be based on less-than-perfect knowledge - and this is quite realistic, in that their PCs wouldn't have perfect knowledge either. There's always something to interact with, only sometimes that thing is just a shadow.So, now instead of thinking of this kind of thing as “giving away the game,” I think of it as letting the players in on the game. The players can’t interact with the game without knowing there’s something to interact with. So why hide that fact?
This was an issue I had with many of the battlemaps included with 4e modules: very pretty, nice art, and so on; but they always showed rooms and areas the PCs had no way of being able to view yet. Bloody annoying.