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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6240429" data-attributes="member: 17106"><p>Because it's a roleplaying game. If the player is playing the role of one particular character, but has in-game information that the character does not, or causes an in-game effect that their character does not, then that is what we refer to as "metagaming".</p><p></p><p>Of course, metagaming is not a moral affront as certain parties will naturally try to strawman it into, it's simply outside of the activity that the DM and the players have agreed to do. In general, each player controls one character, knows the things that this character knows, adopts the perspective of this character, and controls the decisions of this character. Everything external to the psychology of the characters is out of their hands.</p><p></p><p>Speaking practically, if a DM generates the weather, then the players don't know where it came from (regular weather, a specific tonal choice by the DM, or some supernatural influence). Not knowing allows them to react to it in the same way that a person does. If the DM tells the players that it's raining, maybe it's a bit of a downer to them. If it's not yet raining, but it looks like a massive storm is accumulating, perhaps a sense of dread is conveyed. If instead it's clear skies and a light breeze, a sense of calm may prevail, which has its own uses. If the player initiated the weather, it would be hard to expect him to feel that emotional response. And ultimately, the players subjective experiences are the end goal of the game.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6240429, member: 17106"] Because it's a roleplaying game. If the player is playing the role of one particular character, but has in-game information that the character does not, or causes an in-game effect that their character does not, then that is what we refer to as "metagaming". Of course, metagaming is not a moral affront as certain parties will naturally try to strawman it into, it's simply outside of the activity that the DM and the players have agreed to do. In general, each player controls one character, knows the things that this character knows, adopts the perspective of this character, and controls the decisions of this character. Everything external to the psychology of the characters is out of their hands. Speaking practically, if a DM generates the weather, then the players don't know where it came from (regular weather, a specific tonal choice by the DM, or some supernatural influence). Not knowing allows them to react to it in the same way that a person does. If the DM tells the players that it's raining, maybe it's a bit of a downer to them. If it's not yet raining, but it looks like a massive storm is accumulating, perhaps a sense of dread is conveyed. If instead it's clear skies and a light breeze, a sense of calm may prevail, which has its own uses. If the player initiated the weather, it would be hard to expect him to feel that emotional response. And ultimately, the players subjective experiences are the end goal of the game. [/QUOTE]
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