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Do you let PC's just *break* objects?
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<blockquote data-quote="Clint_L" data-source="post: 9048557" data-attributes="member: 7035894"><p>I think this discussion about metagaming is also too often expressed in black and white terms. Most tables are pretty chill about players having some out of character conversations while they are planning and so on. Here is where metagaming bugs me:</p><p></p><p>1. One player tells another player what to do, outside of the fiction, especially by giving "advice" on a great strategy during that other player's turn. This is often framed as being helpful but I hate it; it is usually about being controlling or wanting to "win" rather than letting people play their own character the way they see fit. At school, I see this all the time with experienced players trying to "help" newer players, often getting frustrated when a player does it "wrong" or makes a mistake.</p><p></p><p>2. Strategizing by using information that their character does not have. For example, again in one of my school campaigns, two players came up with a plan to instantly neutralize the BBEG in the finale game by acquiring two bags of holding and shoving them together (using a familiar) to instantly banish him. They read about this strategy on the internet; there is no way their characters could have this knowledge in game.</p><p></p><p>I don't want to try to control my player's access to information, so I simply ask them to play their characters based on what their character could plausibly know, checking with me if in doubt (might need a skill check), and not interrupt other players' turns.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9048557, member: 7035894"] I think this discussion about metagaming is also too often expressed in black and white terms. Most tables are pretty chill about players having some out of character conversations while they are planning and so on. Here is where metagaming bugs me: 1. One player tells another player what to do, outside of the fiction, especially by giving "advice" on a great strategy during that other player's turn. This is often framed as being helpful but I hate it; it is usually about being controlling or wanting to "win" rather than letting people play their own character the way they see fit. At school, I see this all the time with experienced players trying to "help" newer players, often getting frustrated when a player does it "wrong" or makes a mistake. 2. Strategizing by using information that their character does not have. For example, again in one of my school campaigns, two players came up with a plan to instantly neutralize the BBEG in the finale game by acquiring two bags of holding and shoving them together (using a familiar) to instantly banish him. They read about this strategy on the internet; there is no way their characters could have this knowledge in game. I don't want to try to control my player's access to information, so I simply ask them to play their characters based on what their character could plausibly know, checking with me if in doubt (might need a skill check), and not interrupt other players' turns. [/QUOTE]
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Do you let PC's just *break* objects?
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