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is this GM bad or am i just a wuss?
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<blockquote data-quote="Elf Witch" data-source="post: 5647149" data-attributes="member: 9037"><p>I have noticed that we approach the game differently so we often don't agree on things. We have different styles of play.</p><p></p><p>I see one of the differences in the mind flayer example you want the players ready to rumble and I want the players to investigate and find out information before that.</p><p> </p><p>If I think a certain knowledge is really important to the game I do things like give all the players a skill in it as a class skill with one point already in it. </p><p></p><p>I also make it possible if the players don't have the knowledge skills they need to be able to find someone who does. Like in the old days of finding a sage to sell or trade information. </p><p></p><p>But there are times I don't want them to know. I remember in my early days of gaming when everything was new and scary and you had to guess and experiment with what worked. It is one of the reasons I love DMing with newbies because they still have the sense of wonder they are not jaded adventurers even at first level.</p><p></p><p>I play DnD for the role playing aspect. I don't want to play a tactical miniatures wargame. I like the aspect of having a character and seeing the characters develop and as a DM I like seeing my players develop their characters.</p><p></p><p>What that means to me is not just seeing it mechanically though that is part of it but seeing their personalities develop. </p><p></p><p>What should make every game different is not just the dice rolls but the party make up and I don't mean just class but how the party handles things what they make a priority. I play with a guy who always has his character carry pepper because once he had found some in a treasure room and it saved his life with a dragon. But I secretly roll my eyes now on it because it is boring and predictable. Yes it can be a good tactic but why would every character from halfling rogue, barbarian orc fighter to dwarven scout have it.</p><p></p><p>Metagaming encourages this kind of play imo. The more you play the more it seems to be a trap of falling into certain standard operating procedures. The game starts to become same old same old. So I try and discourage it in my campaigns. </p><p></p><p>Certain things make sense like setting watches in the wilderness when you camp, having the rogue check for traps on doors. If you start the game with those skills it assumes you have some experiences with it.</p><p></p><p>As for the falling thing that is one of my major complaints with level based games and DnD. The way they do hitpoints. Since hitpoints don't just represent how much damage you take but also other things it makes things like falling a long distance to become just unbelievable. Just because you have become a 10 level or higher character falling six stories onto stone should kill you or seriously injure or paralyze you. </p><p></p><p>I do like a little realism in my game so in real life a marine with 20 years in the field is going to be able to handle combat better then a new fresh out of bootcamp marine. But neither should be able to handle a fall better, well if you think about the younger guy has a better chance because of his youth and better health. The older you are the more injury impacts on you.</p><p></p><p>It is the same thing with a superior force firing at you I don't care how much experience you have in combat standing with no cover and a 25 people with some training in guns firing at you are going to get hit. It is why I really dislike high level DnD games where the party can't be touched by normal things. </p><p></p><p>You character does not know what level it is or how many hitpoints it has so it should not be prepared to leap off a building that would have killed it a few months ago in game. Also the character has been hit by weapons in the past so why would you go oh they can't hurt me because they are only level 3. </p><p></p><p>All that is metagaming.</p><p></p><p>As for facing a dragon at a higher level and running away from one at an earlier level is not metagaming. At a higher level you have had more experience you have fought and lived through other combats you have gotten better with your weapons , your knowledge has increased you have more powerful magic.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5647149, member: 9037"] I have noticed that we approach the game differently so we often don't agree on things. We have different styles of play. I see one of the differences in the mind flayer example you want the players ready to rumble and I want the players to investigate and find out information before that. If I think a certain knowledge is really important to the game I do things like give all the players a skill in it as a class skill with one point already in it. I also make it possible if the players don't have the knowledge skills they need to be able to find someone who does. Like in the old days of finding a sage to sell or trade information. But there are times I don't want them to know. I remember in my early days of gaming when everything was new and scary and you had to guess and experiment with what worked. It is one of the reasons I love DMing with newbies because they still have the sense of wonder they are not jaded adventurers even at first level. I play DnD for the role playing aspect. I don't want to play a tactical miniatures wargame. I like the aspect of having a character and seeing the characters develop and as a DM I like seeing my players develop their characters. What that means to me is not just seeing it mechanically though that is part of it but seeing their personalities develop. What should make every game different is not just the dice rolls but the party make up and I don't mean just class but how the party handles things what they make a priority. I play with a guy who always has his character carry pepper because once he had found some in a treasure room and it saved his life with a dragon. But I secretly roll my eyes now on it because it is boring and predictable. Yes it can be a good tactic but why would every character from halfling rogue, barbarian orc fighter to dwarven scout have it. Metagaming encourages this kind of play imo. The more you play the more it seems to be a trap of falling into certain standard operating procedures. The game starts to become same old same old. So I try and discourage it in my campaigns. Certain things make sense like setting watches in the wilderness when you camp, having the rogue check for traps on doors. If you start the game with those skills it assumes you have some experiences with it. As for the falling thing that is one of my major complaints with level based games and DnD. The way they do hitpoints. Since hitpoints don't just represent how much damage you take but also other things it makes things like falling a long distance to become just unbelievable. Just because you have become a 10 level or higher character falling six stories onto stone should kill you or seriously injure or paralyze you. I do like a little realism in my game so in real life a marine with 20 years in the field is going to be able to handle combat better then a new fresh out of bootcamp marine. But neither should be able to handle a fall better, well if you think about the younger guy has a better chance because of his youth and better health. The older you are the more injury impacts on you. It is the same thing with a superior force firing at you I don't care how much experience you have in combat standing with no cover and a 25 people with some training in guns firing at you are going to get hit. It is why I really dislike high level DnD games where the party can't be touched by normal things. You character does not know what level it is or how many hitpoints it has so it should not be prepared to leap off a building that would have killed it a few months ago in game. Also the character has been hit by weapons in the past so why would you go oh they can't hurt me because they are only level 3. All that is metagaming. As for facing a dragon at a higher level and running away from one at an earlier level is not metagaming. At a higher level you have had more experience you have fought and lived through other combats you have gotten better with your weapons , your knowledge has increased you have more powerful magic. [/QUOTE]
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