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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="Lanefan" data-source="post: 8082391" data-attributes="member: 29398"><p>Exactly, which comes back to my original point: instead of switching systems, find one that works and stay with it forever. Once you've settled on a system, you can then find the places in that system where meta-gaming becomes a problem and work to reduce it.</p><p></p><p>Interesting, as one would think that simply playing a character would be much the same in any RPG: you inhabit its thought processes as far as you can and - bound (or not!) by the constraints of the setting - just have it try to do what it would try to do, say what it would say, and think what it would think.</p><p></p><p>The mechanics at the table would be different, of course - different dice, different terminology, etc. - but the end result of playing a character and interacting with the setting and-or other characters within it would be fairly similar.</p><p></p><p>Yes, hyphenated after Role. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Perhaps nto so much 'forget' as 'try to tone down where possible'. Yes there's rules and mechanics and procedures, but the less they interfere with my actual role-playing the better. This is part of why I don't like hard-coded mechanical resolution to social encounters - why bother role-playing in character if the dice are going to make the decision anyway?</p><p> </p><p>Agreed! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I suspect you're defining 'meta-game' far more broadly than I. I don't see the rules that govern play as being part of the meta-game in and of themselves; though a player intentionally trying to twist those rules in ways the character couldn't/wouldn't know about so as to gain an advantage for a PC is very much meta-gaming.</p><p></p><p>I guess my stance is that those 'rules' that the character would know about - at least vaguely - within the fiction can be considered as part of the fiction, and therefore part of play.</p><p></p><p>However, to me it's incumbent on the players to actively divorce their in-character thinking from any rules or procedures or knowledge the character doesn't know about. And yes this can sometimes mean running your character into dangers that you-the-player know full well how to avoid; your chaaracter doesn't have that knowledge, and that level of knowledge takes precedence.</p><p></p><p>Put another way: the character still has to be able to learn by trial and error even if the player has already gone through that process, perhaps numerous times.</p><p></p><p>Obviously the players are going to know and learn stuff as they go along, particularly when it comes to common in-setting tropes and standards e.g. green dragons breathe deadly gas. The problem arises when they use that knowledge to inform their play instead of the lesser knowledge their characters would have (e.g. when long-time players start a new campaign at 1st level).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8082391, member: 29398"] Exactly, which comes back to my original point: instead of switching systems, find one that works and stay with it forever. Once you've settled on a system, you can then find the places in that system where meta-gaming becomes a problem and work to reduce it. Interesting, as one would think that simply playing a character would be much the same in any RPG: you inhabit its thought processes as far as you can and - bound (or not!) by the constraints of the setting - just have it try to do what it would try to do, say what it would say, and think what it would think. The mechanics at the table would be different, of course - different dice, different terminology, etc. - but the end result of playing a character and interacting with the setting and-or other characters within it would be fairly similar. Yes, hyphenated after Role. :) Perhaps nto so much 'forget' as 'try to tone down where possible'. Yes there's rules and mechanics and procedures, but the less they interfere with my actual role-playing the better. This is part of why I don't like hard-coded mechanical resolution to social encounters - why bother role-playing in character if the dice are going to make the decision anyway? Agreed! :) I suspect you're defining 'meta-game' far more broadly than I. I don't see the rules that govern play as being part of the meta-game in and of themselves; though a player intentionally trying to twist those rules in ways the character couldn't/wouldn't know about so as to gain an advantage for a PC is very much meta-gaming. I guess my stance is that those 'rules' that the character would know about - at least vaguely - within the fiction can be considered as part of the fiction, and therefore part of play. However, to me it's incumbent on the players to actively divorce their in-character thinking from any rules or procedures or knowledge the character doesn't know about. And yes this can sometimes mean running your character into dangers that you-the-player know full well how to avoid; your chaaracter doesn't have that knowledge, and that level of knowledge takes precedence. Put another way: the character still has to be able to learn by trial and error even if the player has already gone through that process, perhaps numerous times. Obviously the players are going to know and learn stuff as they go along, particularly when it comes to common in-setting tropes and standards e.g. green dragons breathe deadly gas. The problem arises when they use that knowledge to inform their play instead of the lesser knowledge their characters would have (e.g. when long-time players start a new campaign at 1st level). [/QUOTE]
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