You leave my Tomb of Horrors and Acererak will continue plotting. Maybe send trouble the party's way. Maybe attack the nearest innocent village in retaliation. Act according to his goals even if the party takes a coffee break.
Not really what I meant. The ACTION follows the PCs, but that doesn't mean the rest of the world is motionless. If the PCs want to ignore Acerack to go focus on Lloth, that's fine. Both will remain a menace for other adventurers to handle and do dastardly things in their downtime off camera.
These are good examples, but I would like to point out that rather than different editions these corresponds better to different gamestyles.
If there is a problem, is that anyone who takes the role of a DM often has one gamestyle in mind but (a) fails to check if the edition/system being used supports that gamestyle well enough, and (b) fails to communicate the choice of gamestyle to the players before playing.
This is when you get arguments at the gaming table, because if the group has not agreed beforehand, each player will have different expectations, most likely each of them will expect that their favourite gamestyle will be used, because some gamers haven't even ever tried to consider that their favourite gamestyle isn't THE gamestyle or the best of them but simply just their favourite.
Oh absolutely. My reason for using editions was that the expectation of the feel the rule-sets attempt to give in the game. 1e was based around a permissive DM, 2e emphasized the "yes, and..." notion (the example is right of the Complete Fighter's Handbook, btw), 3e gave solid and detailed rules for everything, and 4e demands plot cards to do cool things*.
* Yeah, yeah, page 42. Page 42 is suggestions for DM fiat and really no different than our 2e DM pulling rules out of his backside, except the page has a chart to determine what a "fair" rule would be. Page 42 actually defeats attempts to define "player narrativism" since, by definition, its the rules for DM rules adjudication and essentially defines the "mother may I" play style that narrativists rail against.
I don't know if you're old fashioned or not. But I have no objection to metagame. My personal opinion is that mainstream D&D can't work without it - it is metagame pressures, not ingame ones, that keep the average party together (truly Gygaxian play is immune to this, though, because it has no such thing as "the party", just "this session's expedition members").
Wait, a gathering of adventurers is a metagame concept now? Um... No. Groups of people have worked together for a common goal since man discovered how to talk with one another. It might be a bit metagamey to get the party together (you are all in a bar and decide to work together) but after that, bonds of loyalty, friendship, shared goals, and common interests keep the party together.
But anyway, besides the metagame covention of the party, there's a lot of other stuff I like the metagame to do. For instance, at the start of my campaign, I told each player that his/her PC (1) had to have one object of loyalty, and (2) have a reason to be ready to fight goblins. That metagame requirement kicked my game off, and sowed the seeds of thematic elements that have kept the game going for 4 years and 20 levels.
I'm seeing our problem. What you call "metagame" I call "role-playing."
Think of it like this: There are two elements of the game: the action as the characters perceive it (the narrative, or game) and the action as the player's perceive it (the metagame or rules). When a character makes a decision, he be limited to (as much as possible) what the character can perceive. Thus, a fighter sees a troll, he knows he's outmatched because trolls rend flesh in seconds and recover grievous wounds, not because a troll is CR 7 and has regeneration 5.
There is some metagame thinking that can't be avoided (I'm low on hp, I'm gonna retreat) but PCs should be able to justify (in character) what happens (I'm wounded badly). However, I tend to think actions in combat as something the PCs can control, and they must try to make their decisions based on what the character sees and create rational, in game, explanations. (I tripped the goblin and he fell. I'm going to try it again and see if he falls again. vs. I tripped the goblin, now I can't try it again until the next fight).
My players don't want to control the minutiae of the refereeing. They want to have levers they can pull that will make changes in the fiction, without needing my permission first.
And THERE'S the entitlement. Why? Are they afraid you'll say no? Are they afraid you'll set some difficult DC and won't succeed? Are they afraid a wasted attempt is as bad as doing nothing? Are they afraid their halfling fighter with a 16 strength can't push the ogre into the campfire because the rules are stacked against small creatures pushing large ogre's in fires?
I don't think there's a DM in the world that wouldn't let you /try/ to push the giant around with your shield. I don't know a DM who wouldn't. They can try, and lucky dice rolls later might succeed. Or they might fail. And that's what the Tide of Iron power shields you from: failure. It just happens. It doesn't matter if its a pixie or the Tarrasque, it just happens.
Huh? The giant's AC, which will among other things reflect its size and strength, is a consideration here. If the player had his/her PC Bull Rush instead, the chance of success may be a little lower (Fort for many, but not all, giants is better than AC).
Oh please. A giant's AC is reflective on its level in 4e and you know it. Size and strength play nothing into a monster's AC. Two level 8 monsters have roughly the same AC (within a few points) and it doesn't matter if they're nymphs using magical power, drow in chain armor, or giants with clubs. Level alone determines the bulk of AC in 4e, justify to yourself how you like.
Now, in 3e with its pain-in-the-butt-realism, bull rushin was hard. You made a touch AC roll, then an opposed strength check, which DID take into account that giant's 25 strength a +8 size mod. Tell me 4e's atk vs. AC is anywhere near as complicated, or as realistic, as that?
As for dealing damage too - what's wrong with that? An AD&D fighter can make 3 attack rolls ever two rounds. The rate at which weapon damage is dealt has no connection to verisimilitude - it only arises within the framework of the game's action economy, which is pure metagame.
In 3e, he moves his foe OR he deals damage. In 4e, player gets cake and eats it too.
I'm the GM in my group. But you are correct that I am bound by the rules. That's part of the point of having rules, for me at least! That is, I don't see the rules simply as rought heuristics for working out how things happen within the fiction ("rules as physics of the gameworld"). I see the rules primarily as allocating narrative power across the participants. They let me do a lot of stuff - for instance, declare that some particular NPC or monster enters the fictional action. But they let the players do some stuff, too - such as (if the fictional circumstances are right) roll a die, and if it comes up a certain value or higher tell me to roll my die, and if it comes up below 10 then while its true-in-the-fiction that this NPC or monster is there, it's also true that said NPC/monster is plunging down a cliff.
My players are entitiled to have a share of the authorship of the fiction, given that that's what they're turning up every fortnight to do.
See, my players come to the game with the consent to be ruled. I, in turn, do not abuse their trust and give them a game they will enjoy. If I don't, they don't come and I am a DM of nothing.
I use the rules since they are the agreed upon parameter's for the night. However, when the rules come between fun and not fun, I chuck the rules and opt for fun. However, the payoff is that this sometimes screws the players as often as it helps them. Sometimes the ogre has 15 extra hp because the critical hit would have felled it in the first attack and everyone else wanted a shot at it. Sometimes the ogre's critical hit against the wounded cleric comes up a natural 1. Player doesn't know, he just knows that the ogre battle was exciting. He's willing to trust I'll make just and fair calls in the best interest of all.
However, what I am being told again and again (and this round did nothing to correct me) is that players feel the DM won't always make the "right" call when it comes to when to screw the rules (usually when it benefits them) and they want the ability to make those calls for him. I guess for conventions and RPGA games where you don't have camaraderie with your fellow players/DM that's fine. But in a home game it strikes me as players wanting DM privileges for themselves without the responsibilities of actually DMing (creating scenarios, game prep, etc). That is the entitlement I dislike and every time a decides that my fleeing monsters would turn around, run back, and receive their one good whacking (perhaps killing them in the process) I feel the trust is broken and antagonism, not cooperation, has sunk into the rules.