Crimson Longinus
Legend
I'm not sure that it is that much more extreme that the Prime Minister of Thay. The point is to show that the knowledge skills exist for a reason and that calling your metagaming 'thinking' instead of 'knowing' doesn't really change the fact that you're bypassing the intent of the rules.Do you really think that's what we're talking about? Or is that an unrealistic and extreme caricature of it that you've devised in order to prove us wrong?
If it was the key and this was the only point to gain this critical information then it would be a badly made adventure. But yes, the information probably matters somehow.But, sure let's look at that example: the player does exactly what you describe. But I want to add one element: this information about King Tharguz is important. It's either the key to, or at least it is in support of, completion of the adventure. Somehow knowing this fact will enable them to declare an action later that helps them with their goals. (Otherwise it's too easy to dismiss it as not mattering.)
Yes, you can do this, sure. But I have tried to already ask this before, but I don't think you answered. Why only apply this approach to knowledge? If we are just going to ignore the knowledge skills because a failure might cause inconvenience to the characters, why not apply that to everything. Why just not let characters to declare that they succeed in any task? Why not just let them declare that they win a combat? It is the same thing.So this player opens their copy of the module and reads the text aloud. I won't even pass judgment on whether or not the player is being a jerk. Let's just see what happens.
Well, with everybody rolling...probably with Guidance and/or taking the Help action...there's a decent chance somebody is going to get lucky anyway. So clearly having somebody know the answer is one of the acceptable outcomes. And I would even say it's a desirable outcome. So let him/her have it. In-game, one of the characters knew the answer (and maybe even the lowest Int character, the explanation of which is a great opportunity for roleplaying). So everybody at the table looks at that player strangely, wondering where they picked up their D&D playstyle, and the game continues.
Great. Our playstyle survived this unrealistic stress test. I can't imagine this ever actually happening, but if it did, there's no real impact.
And it works, and you don't even need a GM, I have freeform roleplayed a lot. I just really don't think that D&D is intended to be played like that. The skills exist for a reason, including the knowledge skills.
Sometimes people can guess correctly. But if we are at the situation where that really isn't a plausible explanation, then it really the same situation like if you would suspect someone cheating with their dice rolls or something like that. It really is not a game issue any more. But I can trust that my friends don't cheat so this would never come up.Now it's my turn to interrogate your playstyle, similar to the way I did before, using the same situation.
Everybody fails their lore test, so they forge ahead into the dungeon. When it gets to the moment where the information about King Tharguz would suggest a particular course of action, one of the players does exactly the right thing.
If you ask the player why, he/she shrugs and says, "I dunno. It just seemed like a cool idea."
And this isn't the first time this has happened.
What do you do?
The latter obviously. Which already tells us that overwhelming majority of people consider using OOC information for their advantage unacceptable so even unscrupulous ones wouldn't do so openly. So if the game indeed is intended to be played using such information they certainly have done absolutely terrible job at communicating it!P.S. And let's also think about which of these scenarios is something more likely to occur at the table. A player reading aloud from the module, or a player coming to the game with information about the module but not telling anybody?