Caliburn101
Explorer
Edited
I used various examples, one other one illustrated in detail, and a few others off the top of my head as self-evident instances of where metagame knowledge can trivialise an encounter.
I'm going to push back slightly on this. This is a symptom of what we would often call present-day bias. That is to say, we take our present attitudes, beliefs, and general world view and try to extrapolate it backwards into history (or, in this case, into a made-up world).
When looking back, we often see two things-
1. Ascribing things to the past because we hold them (in other words, assuming things were more modern than they were); or
2. denigrating the past because we undervalue how advanced some things could be (the Pyramids must have been built by aliens, because, c'mon, people back then couldn't have built them).
Going to the specific example, I think we tend to overvalue the spread of reliable information in a predominantly oral society without a printing press. Or, put another way, have you played telephone recently? But if you look at our past as a guide, the sheer amount of misinformation, legend, and rumor regarding things outside of the purview of the immediate area (and travel was hard and not taken lightly) was staggering.
Is it possible that there was an oral tradition throughout the Forgotten Realms (or other campaign setting) wherein every young child learned that trolls are vulnerable to fire (or acid???). Perhaps! But taking that as a given seems odd.
IMO (and my opinion only) I would think it more likely that in a place that often battles groups of trolls, this would be somewhat common knowledge. But when you get, say, 50 miles out or more, the knowledge becomes rumor and conjecture, and further out, that type of information is likely known only to sages and wizards who would have a rare copy of a book that includes it. YMMV.
[shrug] I'm just going off of what you post here. Best I can do, buddy.You demonstrably don't know me on any level, and haven't made any kind of point I can divine except that I'm a member of the 'thought police'?
You are probably right.I suspect we weren't ever alike...
I used various examples, one other one illustrated in detail, and a few others off the top of my head as self-evident instances of where metagame knowledge can trivialise an encounter.
If your argument remains the same no matter what contradictory issues are raised in debate, then it isn't a debate any more, and all the poorer for that.
Oh, was it? Oops.
Agree 100% when it's pretend trial and error. But I think some people were arguing that real trial and error is fun. E.g., let the new player figure out how to kill trolls without giving him any hints. That's valid, imo, even if I don't really agree.
I will add that the sign of a well-designed challenge that emphasizes player agency is that the players' decisions actually matter. That they can reduce (or increase) the difficulty of the encounter by application of their skill. If a player wants to take action to make the challenge more difficult, more power to them - that's their choice. I just think it odd when that is mandated by a house rule and enforced by whatever the DM may think a character knows. In a game based on imagination, where it's trivially easy to imagine how a character can know something enough to act or can reasonably act without knowing, it boggles my mind why anyone would want to put themselves in the position of being the arbiter of whether an action declaration is valid. As DMs, we're only tasked with narrating the result of the adventurer's action. We are not tasked to determine if the player can even make the action declaration in the first place.
My argument remains the same as long as the example is more or less the same: The DM can fix this on his or her end. The DM does not need to put it upon the players to "not metagame" to preserve the difficulty of a challenge.
I will add that the sign of a well-designed challenge that emphasizes player agency is that the players' decisions actually matter. That they can reduce (or increase) the difficulty of the encounter by application of their skill. If a player wants to take action to make the challenge more difficult, more power to them - that's their choice. I just think it odd when that is mandated by a house rule and enforced by whatever the DM may think a character knows. In a game based on imagination, where it's trivially easy to imagine how a character can know something enough to act or can reasonably act without knowing, it boggles my mind why anyone would want to put themselves in the position of being the arbiter of whether an action declaration is valid. As DMs, we're only tasked with narrating the result of the adventurer's action. We are not tasked to determine if the player can even make the action declaration in the first place.
So the DM's just supposed to tell these new players the best way to deal with whatever they face, rather than let them learn it for themselves through play...and, yes, trial and error?
Because, as I've said a dozen or more times already, player knowledge does not and should not equal character knowledge.
You changed the monster up to allow your players the fun of discovering something new and learning by doing...by trial and error...rather than just using what they think they as players already know; yet you'd deny that same fun to the new players in @ParagonofVirtue 's example by allowing a veteran player to spoil it and then suggest the DM just should have told them the tricks. Seems a bit hypocritical to me.
That goes back to my 1st ed DMG which explicitly laid out that role for the DM and said that invalidating an action should be used in the case of a character who is not present suggesting solutions to problems the other characters face.