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<blockquote data-quote="ogre" data-source="post: 4484700" data-attributes="member: 4671"><p>Tripgnosis</p><p></p><p>I can understand your distaste, perhaps my perspective will help.</p><p></p><p>I see this 'metagame' knowledge of players and monsters as actually more realistic than if they didn't know of conditions. A common theme I see RPers overlook is the concept of the PCs actually being there, in the world. They can 'see' things us players can't. It's the tiny nuiances of combat or a scene, the intangible stuff that can't be described, but if you were really there, it would be obvious. As a DM I use this concept frequently, to tell players about general laws of the land, or how a government might act to a suggested course of action. It's the kind of stuff that if you were really in the world, you would know, but because you're a person sitting at a table trying to imagine it, you miss a lot of the tiny details.</p><p>This is how I explain conditions being known by creatures. It's not that they know what a fighter does (mark), its that they know he's in their face and they'll get whacked if they turn their attention. Repost is the same thing, the blade or whatever is poised and ready. It's not that they know the mechanical consequences in a metagame sense, but more, the generalized consequences of their actions. Take for example, in the real world we know the general consequences for say, not braking our car soon enough when a car ahead of us starts to turn. We learn to know when to brake and how hard to press the peddle, so we stop at a safe distance. If this action were to be broken down into game terms, the 'when' and 'how much' of braking could be simulated in mechanics, but 'we' don't think of it that way, the braking becomes second nature because we're living in the world.</p><p></p><p>Basically, that's how I play the conditions as well as other aspects of RPGs. It's because the creatures in the game are in a reality and the only way to portray that reality is for the puppeteers to be aware of how to make that reality work in the context of a game.</p><p></p><p>I hope this makes sense.</p></blockquote><p></p>
[QUOTE="ogre, post: 4484700, member: 4671"] Tripgnosis I can understand your distaste, perhaps my perspective will help. I see this 'metagame' knowledge of players and monsters as actually more realistic than if they didn't know of conditions. A common theme I see RPers overlook is the concept of the PCs actually being there, in the world. They can 'see' things us players can't. It's the tiny nuiances of combat or a scene, the intangible stuff that can't be described, but if you were really there, it would be obvious. As a DM I use this concept frequently, to tell players about general laws of the land, or how a government might act to a suggested course of action. It's the kind of stuff that if you were really in the world, you would know, but because you're a person sitting at a table trying to imagine it, you miss a lot of the tiny details. This is how I explain conditions being known by creatures. It's not that they know what a fighter does (mark), its that they know he's in their face and they'll get whacked if they turn their attention. Repost is the same thing, the blade or whatever is poised and ready. It's not that they know the mechanical consequences in a metagame sense, but more, the generalized consequences of their actions. Take for example, in the real world we know the general consequences for say, not braking our car soon enough when a car ahead of us starts to turn. We learn to know when to brake and how hard to press the peddle, so we stop at a safe distance. If this action were to be broken down into game terms, the 'when' and 'how much' of braking could be simulated in mechanics, but 'we' don't think of it that way, the braking becomes second nature because we're living in the world. Basically, that's how I play the conditions as well as other aspects of RPGs. It's because the creatures in the game are in a reality and the only way to portray that reality is for the puppeteers to be aware of how to make that reality work in the context of a game. I hope this makes sense. [/QUOTE]
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