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*Dungeons & Dragons
player knowlege vs character knowlege (spoiler)
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<blockquote data-quote="Charlaquin" data-source="post: 8064913" data-attributes="member: 6779196"><p>I’d prefer if you didn’t react with such open disgust to my play preferences, but different strokes, of course. I know the anachronistic humor being translated to more setting-appropriate equivalences is not to everyone’s taste, and I prefer it in moderation myself. Translating mechanical talk to something with meaning to the characters just seems like a practical necessity to me; the game systems are abstractions that allow us to access and interface with information that heroes in the game world would be able to, but we as players can’t. A seasoned combatant should have a good sense of how much more he can take in a fight, but we as players lack both the sense and the language for it that the characters ought to have, so we talk about HP and assume that in-fiction the characters are communicating the same information in ways that make sense to them. But, you know, if that’s not your thing, you do you.</p><p></p><p></p><p>I wouldn’t consider it anti-metagaming, as combatting metagaming is neither its intended purpose in my case, nor in my opinion would it be a very effective tool for doing so. But, I can see how it would appeal to the anti-metagaming crowd. It acts to maintain a tangible connection between the player experience and the in-fiction activity, which is generally something the anti-metagaming crowd values.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8064913, member: 6779196"] I’d prefer if you didn’t react with such open disgust to my play preferences, but different strokes, of course. I know the anachronistic humor being translated to more setting-appropriate equivalences is not to everyone’s taste, and I prefer it in moderation myself. Translating mechanical talk to something with meaning to the characters just seems like a practical necessity to me; the game systems are abstractions that allow us to access and interface with information that heroes in the game world would be able to, but we as players can’t. A seasoned combatant should have a good sense of how much more he can take in a fight, but we as players lack both the sense and the language for it that the characters ought to have, so we talk about HP and assume that in-fiction the characters are communicating the same information in ways that make sense to them. But, you know, if that’s not your thing, you do you. I wouldn’t consider it anti-metagaming, as combatting metagaming is neither its intended purpose in my case, nor in my opinion would it be a very effective tool for doing so. But, I can see how it would appeal to the anti-metagaming crowd. It acts to maintain a tangible connection between the player experience and the in-fiction activity, which is generally something the anti-metagaming crowd values. [/QUOTE]
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