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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9625507" data-attributes="member: 7044197"><p>In a perfect world, players would respect in and out of character knowledge and not play on it. My suggestions are ways to use existing rules to help be a gentle reminder to players that they are acting on out of character knowledge. This has a very positive effect of not requiring 'putting a hammer down', as it just alerts them to the bad habit and resolves it via roleplay/rules. So the roleplay is smoother in handling it.</p><p></p><p></p><p>Each scenario is "bad" by means of the players using out of character knowledge. The first scenario is double bad as it also highlighted sometime tedium in scenarios created by the GM. </p><p></p><p></p><p>So, one thing here I like to do is "Assume <em>Character </em>Competency". </p><p></p><p>If the humans at my table are collaborating in how a given character might want to act or look out for = I am 100% fine with this. We are assuming the character, living, breathing, growing up in that fantasy world - would have a greater understanding and depth of knowledge, than the player who controls them. That character may in fact, have thought of those other things to do that other players are suggesting or helping with... the character is assumed to be competent.</p><p></p><p>In fact, I go so far as; <em>when Character A is alone in a high-stakes discussion with NPC X, I let any player at the table offer questions or manipulation ideas to the active player of Character A</em> (should that player want such advice, otherwise I shush the others). In a highly collaborative group that enjoys this, it becomes everyone investing in and respecting other players and their characters. </p><p></p><p>As long as the game feels like it has: <em>stakes, there is sense of danger and consequence, and the plot is interesting and the NPCs are engaging</em> = I don't care how the players share or act on out of character info. I got what I wanted = a really fun game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>It could be seen as a "Yellow Flag of a GM" who is likely <em>too controlling or too insecure about their plot. </em> There are possibly other issues of a GM who would panic over players engaging with the game collaboratively. </p><p></p><p>I will also re-state - players who wantonly take out of character knowledge to 'win' or choose their actions; are likely <em>acting in response to a GM who is too adversarial</em>.... but that's just my opinion on the matter... </p><p></p><p>Let's never forget that <em>the GM always acts on out of character knowledge... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></em></p><p><em></em></p><p><em>note; none of this is a dig at you, I am just talking to the OP concepts overall. </em></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9625507, member: 7044197"] In a perfect world, players would respect in and out of character knowledge and not play on it. My suggestions are ways to use existing rules to help be a gentle reminder to players that they are acting on out of character knowledge. This has a very positive effect of not requiring 'putting a hammer down', as it just alerts them to the bad habit and resolves it via roleplay/rules. So the roleplay is smoother in handling it. Each scenario is "bad" by means of the players using out of character knowledge. The first scenario is double bad as it also highlighted sometime tedium in scenarios created by the GM. So, one thing here I like to do is "Assume [I]Character [/I]Competency". If the humans at my table are collaborating in how a given character might want to act or look out for = I am 100% fine with this. We are assuming the character, living, breathing, growing up in that fantasy world - would have a greater understanding and depth of knowledge, than the player who controls them. That character may in fact, have thought of those other things to do that other players are suggesting or helping with... the character is assumed to be competent. In fact, I go so far as; [I]when Character A is alone in a high-stakes discussion with NPC X, I let any player at the table offer questions or manipulation ideas to the active player of Character A[/I] (should that player want such advice, otherwise I shush the others). In a highly collaborative group that enjoys this, it becomes everyone investing in and respecting other players and their characters. As long as the game feels like it has: [I]stakes, there is sense of danger and consequence, and the plot is interesting and the NPCs are engaging[/I] = I don't care how the players share or act on out of character info. I got what I wanted = a really fun game :D It could be seen as a "Yellow Flag of a GM" who is likely [I]too controlling or too insecure about their plot. [/I] There are possibly other issues of a GM who would panic over players engaging with the game collaboratively. I will also re-state - players who wantonly take out of character knowledge to 'win' or choose their actions; are likely [I]acting in response to a GM who is too adversarial[/I].... but that's just my opinion on the matter... Let's never forget that [I]the GM always acts on out of character knowledge... :P note; none of this is a dig at you, I am just talking to the OP concepts overall. [/I] [/QUOTE]
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