Clint_L
Hero
Hmmm...I am speculating here, but could not intentionality come from knowledge of character motivation and not from knowledge of rules?In my experience with Blades, a less "skilled" team that chose a more bruteforce approach would probably accomplish the goal anyway, and the difference between an experienced, good Blades player and a noob is the ability to create intriguing fiction first and foremost.
As of D&D, the thing I'm talking about is this weird self-contradictory idea that players are
in completely ludicrous cases, things are taken even further, where players are supposed to anti-metagame and actively avoid attacking trolls with fire.
- Supposed to learn how enemies work
- Not supposed to look up enemies stats
- Not supposed to acknowledge their knowledge of enemies stats if they already know (e.g. if they're a GM themselves)
The way I see it, the real game starts once everyone knows the rules and can act with intentionality. Fighting games really start when you know framedata by heart, Dark Souls really starts when you know all the movesets, strategy games really start when you know build orders and common strategies, chess really start when... Before that point, it's just floundering in the kiddy pool.
If my intentional stance is "what would my player do in this situation with the knowledge they have?" this can lead to outcomes that are non-optional in terms of game strategy, but optional in terms of story development and, well, fun.
So let's go with the troll example. If I am playing a character who would not know about their vulnerability to fire, I am going to choose, intentionally, to have them act in ignorance. For me, that is fun, and I look forward to seeing how the story develops - will there be an opportunity for my character to work out this crucial information, or will they have to figure out a non-optional solution to the problem. What else can they come up with if they don't know about the vulnerability to fire? Now my creative problem solving capacities and imagination are engaged. And maybe the story changes - maybe what could have been a victory becomes a defeat, and my character flees. To me, those are interesting outcomes.
I don't think knowing that trolls are vulnerable to fire is about knowing the rules of D&D, in other words. I think it's about knowing the content of the story in advance. Which I think is un-fun.
And that's just me using my imagination to think "what would this character do in this situation," the same way I do when I am writing a story or acting. When I actually don't know all the information - for example, when a DM presents a new monster that I've never encountered, I find it even more stimulating, because now I am not acting. I find it incredibly satisfying when we solve a problem or puzzle.
In other words, I think that ignorance can play a crucial role in game design, that there are incredibly rewarding experiences that can only come through initial ignorance. And I think this is true of every game worth playing. I knew Warhammer rules inside out, but I still didn't know what point buy my opponent was going to show up with, or what decision they would make, or what the dice rolls would be. Each of those things presented me with fun problems to solve...or fail to solve.
I find that your arguments tend to focus on D&D-style games being non-optimized for either strategic gameplay or storytelling.