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Oops, Players Accidentally See Solution to Exploration Challenge
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<blockquote data-quote="uzirath" data-source="post: 7893556" data-attributes="member: 8495"><p>Each group probably has a different sensibility here, but most groups I've played with recently would certainly hold a player to account if they were regularly bringing character-inappropriate information to the table. I remember a fantasy game a few years ago where a player continually tried to do anachronistic things (like inventing gunpowder). There was no in-fiction reason for why his character would know anything about black powder (or chemistry in general). He was new to gaming. One of the other players chatted with him and explained that a typical D&D-style roleplaying game wasn't like <em>A Connecticut Yankee in King Arthur's Court. </em>The idea was to pretend that you are your character, solving problems with your character's knowledge and skills. They had a great conversation about how the lines there can be quite fuzzy. Ultimately, though, the new player got it and began playing his character in a fashion that was more compatible with group expectations. The DM wasn't involved. She could easily have handled things by saying that the laws of chemistry don't work the same way in this world, but the conversation seemed more direct and efficient. </p><p></p><p>I'm not saying that it can't be fun to play <em>Connecticut Yankee</em> style. I've done that too. (I've even done it in a time travel scenario where it made sense on all levels.) In a typical D&D game, I'd say that style feels more true to old-school, Gygaxian play. That's generally how my group played AD&D back in the early '80s. The DM used all of his real-world knowledge to devise devious traps and tricks. The players were expected to use all their knowledge to outsmart them. Metagaming was celebrated.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7893556, member: 8495"] Each group probably has a different sensibility here, but most groups I've played with recently would certainly hold a player to account if they were regularly bringing character-inappropriate information to the table. I remember a fantasy game a few years ago where a player continually tried to do anachronistic things (like inventing gunpowder). There was no in-fiction reason for why his character would know anything about black powder (or chemistry in general). He was new to gaming. One of the other players chatted with him and explained that a typical D&D-style roleplaying game wasn't like [I]A Connecticut Yankee in King Arthur's Court. [/I]The idea was to pretend that you are your character, solving problems with your character's knowledge and skills. They had a great conversation about how the lines there can be quite fuzzy. Ultimately, though, the new player got it and began playing his character in a fashion that was more compatible with group expectations. The DM wasn't involved. She could easily have handled things by saying that the laws of chemistry don't work the same way in this world, but the conversation seemed more direct and efficient. I'm not saying that it can't be fun to play [I]Connecticut Yankee[/I] style. I've done that too. (I've even done it in a time travel scenario where it made sense on all levels.) In a typical D&D game, I'd say that style feels more true to old-school, Gygaxian play. That's generally how my group played AD&D back in the early '80s. The DM used all of his real-world knowledge to devise devious traps and tricks. The players were expected to use all their knowledge to outsmart them. Metagaming was celebrated. [/QUOTE]
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