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Kinda changing rules without telling players.
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<blockquote data-quote="Mallus" data-source="post: 814526" data-attributes="member: 3887"><p><strong>A few more comments...</strong></p><p></p><p>1) The crux of this issue is settling the kind of game the group is playing before the start of play re: tolerance of metagaming, whats common knowledge, is it information rich/poor? I think everyone can agree on that. </p><p></p><p>2) The problem of metagame knowledge is going to crop up with experienced players. The key is not letting the game experience become adeversarial --between the players and DM. Metagaming isn't neccessarily cheating per se, its just bad roleplaying. But it can be very hard to avoid. And it certainly isn't always a case of a player seeking advantage. A DM looking to punish players is asking for the campaign to collapse. As is a player who had no regard for idea that each characters knowledge base is limited, and playing those limits constitutes good roleplaying. Just talk things out...</p><p></p><p>3) I really can't see what the fuss is all about since the rule change didn't result in the characters death. From what I gather, all that really happened is that one PC's choice of tactics didn't work. I think that the best course of action is just for him/her to chalk it up as a learning experience. If the rules keep changing, during the course of play, and the DM frequently contradicts him/herself, then you've got a real problem, one worth considering leaving the group.</p><p></p><p>Not knowing all the rules from the get go just isn't a big deal for me. Not being able to learn the rules throughout the course of the game because they keep changing is.</p><p></p><p>4) Which leads to... every game I've played in used a slightly different interpretation of the rule set. I've always thought that was par for course. There was always a period where my assumptions --even backed by the books-- turned out to wrong in that given campaign. These things just got worked out. Actions got taken back, lethal blows were fudged away, it just took a bit of co-operation between DM and player.</p><p></p><p>5) Is that because I did the bulk of my gaming prior to 3E? Used to more haphazard systems that were house-ruled to kingdom come?</p><p></p><p>6) Lastly, Does anyone need to point out that running a game involves a lot of work, and that fact is not obviatied by the DM enjoying doing it. Someone is making a world for you to play in, and you're playing under someone's else's rules. Cut them some slack. Conversely, as DM you can't treat the players as your opponents. You're part of the bargain is to provide an enjoyable experience to your players, even if that means altering some of the fundementals of your prefered play style to theirs {God I hope none of my players read this...}</p></blockquote><p></p>
[QUOTE="Mallus, post: 814526, member: 3887"] [b]A few more comments...[/b] 1) The crux of this issue is settling the kind of game the group is playing before the start of play re: tolerance of metagaming, whats common knowledge, is it information rich/poor? I think everyone can agree on that. 2) The problem of metagame knowledge is going to crop up with experienced players. The key is not letting the game experience become adeversarial --between the players and DM. Metagaming isn't neccessarily cheating per se, its just bad roleplaying. But it can be very hard to avoid. And it certainly isn't always a case of a player seeking advantage. A DM looking to punish players is asking for the campaign to collapse. As is a player who had no regard for idea that each characters knowledge base is limited, and playing those limits constitutes good roleplaying. Just talk things out... 3) I really can't see what the fuss is all about since the rule change didn't result in the characters death. From what I gather, all that really happened is that one PC's choice of tactics didn't work. I think that the best course of action is just for him/her to chalk it up as a learning experience. If the rules keep changing, during the course of play, and the DM frequently contradicts him/herself, then you've got a real problem, one worth considering leaving the group. Not knowing all the rules from the get go just isn't a big deal for me. Not being able to learn the rules throughout the course of the game because they keep changing is. 4) Which leads to... every game I've played in used a slightly different interpretation of the rule set. I've always thought that was par for course. There was always a period where my assumptions --even backed by the books-- turned out to wrong in that given campaign. These things just got worked out. Actions got taken back, lethal blows were fudged away, it just took a bit of co-operation between DM and player. 5) Is that because I did the bulk of my gaming prior to 3E? Used to more haphazard systems that were house-ruled to kingdom come? 6) Lastly, Does anyone need to point out that running a game involves a lot of work, and that fact is not obviatied by the DM enjoying doing it. Someone is making a world for you to play in, and you're playing under someone's else's rules. Cut them some slack. Conversely, as DM you can't treat the players as your opponents. You're part of the bargain is to provide an enjoyable experience to your players, even if that means altering some of the fundementals of your prefered play style to theirs {God I hope none of my players read this...} [/QUOTE]
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