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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9625991" data-attributes="member: 75787"><p>Two answers to this.</p><p></p><p>The first is simple — I trust my players and they don’t abuse it. I wouldn’t play with people who do. I mean, we’re playing a game of let’s pretend where people are continually trying to behave in a way that is not their (player) nature, and if a player cannot handle this, honestly, they are just not a good player. Let me be clear — I completely understand they may not want to (as you do not want to), but I’m pretty sure you could.</p><p></p><p>And this is especially true for the heist drama which is quite formulaic. If player A fails their “scan for guards” check, how hard is it for player B to say “well, dang, this is probably not going to work, but my character would definitely trust A’s skill and walk into the next room”? In my experience, the overwhelming majority can. And this includes home games, games at conventions, narrative games, heavy games — pretty much all the time.</p><p></p><p>But more than that, if your goal is “I want to be able to use my player knowledge unfettered by having to compensate for that player knowledge exceeding what my character can know” then you are doomed from the start! You have so much more experience and so different knowledge than your character does that you are going to be highly fettered from the get-go. Playing a medieval game must be a terrible chore for you — you know all kinds of physics, economics, science, geography that your character has no idea about. And if the game is set in a historical period or in a known IP, that knowledge is fantastically relevant.</p><p></p><p>Unless you are playing a version of yourself in a game set in your area, in the present day, the amount of player knowledge you are having to suppress or ignore is enormous, compared to the knowledge you get from observing another player’s interactions. Maybe it feels different to you, or you have so much experience with ignoring player knowledge that you don’t even notice it any more, but every time you play a game in a medieval setting and don’t invent gunpowder you absolutely are NOT able to use you player knowledge unfettered by having to compensate for that player knowledge exceeding what your character can know.</p><p></p><p>TLDR: you are already suppressing a ton of player knowledge. Adding a little bit to that doesn’t increase the amount you need to suppress significantly, and experienced players should be able to do it easily.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9625991, member: 75787"] Two answers to this. The first is simple — I trust my players and they don’t abuse it. I wouldn’t play with people who do. I mean, we’re playing a game of let’s pretend where people are continually trying to behave in a way that is not their (player) nature, and if a player cannot handle this, honestly, they are just not a good player. Let me be clear — I completely understand they may not want to (as you do not want to), but I’m pretty sure you could. And this is especially true for the heist drama which is quite formulaic. If player A fails their “scan for guards” check, how hard is it for player B to say “well, dang, this is probably not going to work, but my character would definitely trust A’s skill and walk into the next room”? In my experience, the overwhelming majority can. And this includes home games, games at conventions, narrative games, heavy games — pretty much all the time. But more than that, if your goal is “I want to be able to use my player knowledge unfettered by having to compensate for that player knowledge exceeding what my character can know” then you are doomed from the start! You have so much more experience and so different knowledge than your character does that you are going to be highly fettered from the get-go. Playing a medieval game must be a terrible chore for you — you know all kinds of physics, economics, science, geography that your character has no idea about. And if the game is set in a historical period or in a known IP, that knowledge is fantastically relevant. Unless you are playing a version of yourself in a game set in your area, in the present day, the amount of player knowledge you are having to suppress or ignore is enormous, compared to the knowledge you get from observing another player’s interactions. Maybe it feels different to you, or you have so much experience with ignoring player knowledge that you don’t even notice it any more, but every time you play a game in a medieval setting and don’t invent gunpowder you absolutely are NOT able to use you player knowledge unfettered by having to compensate for that player knowledge exceeding what your character can know. TLDR: you are already suppressing a ton of player knowledge. Adding a little bit to that doesn’t increase the amount you need to suppress significantly, and experienced players should be able to do it easily. [/QUOTE]
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