payn
Glory to Marik
I actually prefer for story element decisions over mechanical benefit ones. Someone mentioned people in real life pushing clocks all the time in cases where they see how far the gas tank can go, or party the night before class. Those dont have major consequences to them. You might run out of gas and need to get some more. You might get a bad grade but you can make it up or take the class again. Lets reframe that where you want to stretch your gas tank but are transporting vital organs to a hospital. You are now gambling saving a buck with saving a life. Although in game-mechanical terms you can metagame mitigate any contingencies such as car accidents, flat tires, gas tank leaks, etc.. So, if delivering the organs last allows you to make the maximum buck at no risk, you go and do that.Metagaming isn't necessarily bad, but i think everyone has their own preferences and limits for it. I'm not much into immersion as a goal of play, but there is a certain point of abstraction that I balk at -- when play starts to feel like a "writer's room". Other folks are fine with that, while others want everything in character all the time.
The players looking at the clocks and making decisions about what would make a better story, rather than responding how their characters might to the pressure the clock represents, is a step to far for me. YMMV.
I think we are on the same page, just framing it a bit differently. To me the character making decisions based on what matters to them, is the same as "doing it for a better story." Its, "I know mechanically, I the player, can optimize all outcomes by metagaming" that ruins the experience for me personally.








