Thank you!!!!!
EDIT: nope, that didn't work either. Ah well...![]()
[sblock]did you try it without the dashes?[/sblock]
Thank you!!!!!
EDIT: nope, that didn't work either. Ah well...![]()
And here it would probably depend on each character's background. A local militiaman might very well know what those silvered arrows are for, having had it drilled into him by his commander. A farmhand might very well not, having never heard of lycanthropes in his life.In a world where civilization has fought back trolls, skeletons and werewolves, for thousands of years (or in the case of the Forgotten Realms, tens of thousands of years), is there any person on the planet that would not know trolls are vulnerable to fire and lycanthropes vulnerable to silver? Descriptions of most towns have silvered arrows in their armory for just such a purpose, for example.
Exactly! (though the acting bit can be fun too)Having said that, D&D is a role-playing game. While many people equate role-playing to acting, it's really simply making decisions and taking actions in character. Instead of reacting to this situation as I would, how would this character react?
OK, I'm kinda with you so far...The real problem then, is not metagaming. We have no choice but to metagame. The problem is identifying the limits of character knowledge, and how that is acted upon in the game.
And here you lose me. The character knows what the character knows.For many people there is no problem - they character knows what I know.
True. Most characters don't know much about modern technology either (which I use as an example as in the campaign I play in we've been encountering just this for years).But I think every player, whether they acknowledge it or not, restricts the knowledge of the character. That is, they role-play that the character doesn't know something that they as a player does. You might know calculus, or the recipe for gunpowder, or perhaps you're a surgeon, but I think it's rare for any player to suggest that these are things that their character also knows.
Agreed.And while it may not be obvious in the discussion, the real question is where that threshold is, and how it's handled by the player/group.
Which is certainly one way of doing it. My preference as a player, though, is to know very little about the greater game world going in...I know the town we start in, maybe the next town over, the hills to the south are dangerous, there's a big city somewhere down the river, and that might be the extent of my knowledge...and to explore and discover it as play goes along.I, as a DM, prefer to approach it largely from a different direction. I encourage my players to know the rules, and also to read the Forgotten Realms releases, whether it be novels, sourcebooks, whatever. Why? Because my goal at this stage is better immersion. Make the world feel like a real place. The more common knowledge that the players share about the world and its inhabitants, the more real the world feels. The published material is the backdrop for our campaigns.
Where I see the report-back stage as vital, in that reports back aren't always accurate...which is very realistic.We even go so far as to make it a general rule that when the party is split up, that all of the players remain at the table and listen to the encounters under the assumption that the characters would tell the rest of the party what happened and it saves us time. Plus, if there are clues that occur, having them relay what happened to the rest of the party is rarely sufficient.
Me too, constantly; then I leave it down to the players to report what happened. I'll only mention things the other group would have noticed e.g. "about 5 minutes after the scout team left you saw a plume of smoke appear at the southeast corner of the castle" and let the react as they will 9and the smoke plume may or may not have anything to do with the scout team at all).If there is something that needs to be secret (for a time), then I'll take the relevant people aside, or use a note, or some other way to actually keep it a secret from the other players.
Certainly an interesting take on it, and useful when dealing with characters to whom these things have become old hat. It's really only the first time these creatures are met, that the issue arises.The point is, you start with the idea that everybody already knows a given creature's weakness, but circumstances have created a scenario where you can't take advantage of that weakness. That makes for an interesting encounter. Because instead of the players trying to determine when and how the characters would figure it out, it creates a problem for the players to figure out.
I think most of us would agree that actually figuring out a challenge is more fun than pretending that the character figured it out.
Perhaps, but the greater issue goes well beyond just that one aspect...see below...No, but what I'm suggesting is that this whole discussion at the table could be avoided by putting less focus on the secrecy of monster abilities and immunities.
Where I see that conflict as an unavoidable fact of life, if the character is to be anything much more than a game pawn.I don't think it is a good idea if there is a conflict between what the player knows, and what the character knows.
Interesting.Ironically, I do the exact opposite of what was suggested in that DMG. I encourage my players to be invested in what other players are doing (even if their character isn't present), and by all means to make suggestions, or remind their fellow player of things that may have slipped their mind. They are a team after all. Some of the best moments have been with just one or two players in a sticky situation, and the rest of the party offering advice to them.
Perhaps, though sometimes patience is a virtue.Way better than people just twirling their thumbs or looking at their phone, waiting till its their turn.
Tacos...troll meat...pretty much the same, in my opinion.Why would I go for Taco Tuesday when jasper is running Troll Tuesday every day now?
Ilbranteloth said:For many people there is no problem - they character knows what I know.
And here you lose me. The character knows what the character knows.
In the context of being an isolated example and indicent, yes it does.Let's build on that. I've said it before, but perhaps it bears repeating because, at least to me, the reasoning is sound.
The character knows what the character knows, but a character can conceivably take an action without knowing anything in particular. A character doesn't need to know about the weaknesses of trolls to attack them burning log, for example.
Further, what the character believes is established by the player. What the character believes may or may not be true and the character (and thus the player) will only find out by doing something to test that belief - either by trying to recall lore or, in the troll example, hitting the beast with a burning log and seeing what happens.
And it's when a player says the character is doing something that the DM can step in and say what happens as a result.
Does that make sense to you?
Which is why the debate is meaningless. Metagaming has been an issue in D&D since the 1970s- since D&D started. Different tables will have different tolerances for metagaming, including simply not worrying about it. But the solution is a matter of preference and playstyle, not something that a person is going to dictate by fiat and argumentation over the internet.
In the context of being an isolated example and indicent, yes it does.
However, what do you think of it when the player whose character just happened to try the burning log is the same one who just happened to try a silvered dagger against a lycanthrope and who just happened to pull out a mace on first seeing skeletons - even though her favoured weapon has always been longsword? At what point do the bounds of credulity stop stretching and just snap?
Lanefan
In the context of being an isolated example and indicent, yes it does.
However, what do you think of it when the player whose character just happened to try the burning log is the same one who just happened to try a silvered dagger against a lycanthrope and who just happened to pull out a mace on first seeing skeletons - even though her favoured weapon has always been longsword? At what point do the bounds of credulity stop stretching and just snap?
Lanefan