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<blockquote data-quote="pemerton" data-source="post: 6634159" data-attributes="member: 42582"><p>Yes.</p><p></p><p>To give the simplest example (which I think [MENTION=16586]Campbell[/MENTION] used upthread): if I as a player know that such-and-such a character is the new PC for another player, then it is not against the rules, and is probably good for the game, that I have regard to that in deciding how my PC reacts to that newly-encountered character, even though my PC does not have any information that marks this newly-encountered person as having any special status or significance.</p><p></p><p>To go from particular example to general principle: where is this rule stated in (say) the AD&D 1st ed rulebooks? It is stated in Molvay Basic, but then Moldvay Basic also says that the rules are mere guidelines to be adjusted/adapted to the needs of play - which is exactly what Campbell is suggesting in the OP.</p><p></p><p>The closest thing I found on a quick skim of the 4e PHB was this (on p 8):</p><p></p><p style="margin-left: 20px">When you play your D&D character, you put yourself into your character’s shoes and make decisions as if you were that character. You decide which door your character opens next. You decide whether to attack a monster, to negotiate with a villain, or to attempt a dangerous quest. You <strong>can </strong>make these decisions based on your character’s personality, motivations, and goals, and you can even speak or act in character if you like.</p><p></p><p>I have bolded the word <em>can</em>, because it is not synonymous with <em>must</em>. It implies the possibility of doing otherwise, ie of relying upon motivations and goals that come from other than the PC (eg metagame ones).</p><p></p><p>All I could find in a quick skim of the 5e Basic PDF was the following (p 2):</p><p></p><p style="margin-left: 20px">[T]he players decide what they want their adventurers to do.</p><p></p><p>There are no limits stated on the motivations and reasoning that the players may deploy in reaching such decisions.</p><p></p><p>One reason for this is that I have a negation I shouldn't have! - I've edited to remove it.</p><p></p><p>But restating the example with a bit less compression:</p><p></p><p>I'm imagining that PC 2 (played by player B) has a dark secret, which PC 1 (played by player A) doesn't know about. And I'm further imagining that the GM has framed the PCs (and thereby the players) into a situation in which PC 2's dark secret becomes salient.</p><p></p><p>In a situation like that, player A has (at least) two options: (i) s/he can play his/her PC in accordance with the PC's knowledge, which includes ignorance of the dark secret; or (ii) s/he can make choices for his/her PC which will help drive the game forward in relation to the dark secret. Here is an example of (ii): player A can decide that something about the situation the GM has described catches PC 1's attention, even though the only reason for deciding that this is true of PC 1 is because player A knows that this will help player B get more deeply engaged, in play, with PC 2's dark secret.</p><p></p><p>I think that player A taking option (ii) rather than option (i) is almost always a good thing, despite being metagaming.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6634159, member: 42582"] Yes. To give the simplest example (which I think [MENTION=16586]Campbell[/MENTION] used upthread): if I as a player know that such-and-such a character is the new PC for another player, then it is not against the rules, and is probably good for the game, that I have regard to that in deciding how my PC reacts to that newly-encountered character, even though my PC does not have any information that marks this newly-encountered person as having any special status or significance. To go from particular example to general principle: where is this rule stated in (say) the AD&D 1st ed rulebooks? It is stated in Molvay Basic, but then Moldvay Basic also says that the rules are mere guidelines to be adjusted/adapted to the needs of play - which is exactly what Campbell is suggesting in the OP. The closest thing I found on a quick skim of the 4e PHB was this (on p 8): [indent]When you play your D&D character, you put yourself into your character’s shoes and make decisions as if you were that character. You decide which door your character opens next. You decide whether to attack a monster, to negotiate with a villain, or to attempt a dangerous quest. You [B]can [/B]make these decisions based on your character’s personality, motivations, and goals, and you can even speak or act in character if you like.[/indent] I have bolded the word [I]can[/I], because it is not synonymous with [I]must[/I]. It implies the possibility of doing otherwise, ie of relying upon motivations and goals that come from other than the PC (eg metagame ones). All I could find in a quick skim of the 5e Basic PDF was the following (p 2): [indent][T]he players decide what they want their adventurers to do.[/indent] There are no limits stated on the motivations and reasoning that the players may deploy in reaching such decisions. One reason for this is that I have a negation I shouldn't have! - I've edited to remove it. But restating the example with a bit less compression: I'm imagining that PC 2 (played by player B) has a dark secret, which PC 1 (played by player A) doesn't know about. And I'm further imagining that the GM has framed the PCs (and thereby the players) into a situation in which PC 2's dark secret becomes salient. In a situation like that, player A has (at least) two options: (i) s/he can play his/her PC in accordance with the PC's knowledge, which includes ignorance of the dark secret; or (ii) s/he can make choices for his/her PC which will help drive the game forward in relation to the dark secret. Here is an example of (ii): player A can decide that something about the situation the GM has described catches PC 1's attention, even though the only reason for deciding that this is true of PC 1 is because player A knows that this will help player B get more deeply engaged, in play, with PC 2's dark secret. I think that player A taking option (ii) rather than option (i) is almost always a good thing, despite being metagaming. [/QUOTE]
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