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General Tabletop Discussion
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Rules Transparency - How much do players need to know?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6972836" data-attributes="member: 6775031"><p>In order to establish reasonability for everything that the game rules cover, you would need to have as much GM-produced content as is covered by the game itself. Or going by in-game experience, the only way to determine (with confidence) how the GM would rule in every situation is to literally experience every possible situation; and even then, that precludes the possibility of planning for the future - you can't plan to do something tomorrow, or even learn how tomorrow's ideas <em>might</em> play out after the GM explains everything to you, unless you know how today's actions are likely to plan out. You can't even plan what you <em>might</em> do after you slit the guard's throat, until you can make a reasonable approximation of <em>whether</em> you can slit the guard's throat, and what complications might arise while doing so.</p><p></p><p> I think someone is confused about the concept of the metagame (not necessarily you). If you assume that the rules of the game reflect the physics of the in-game reality, then the question of climbing a tree is entirely an in-character one; it's simply a fact that characters in some worlds are better climbers than characters in other worlds, and <em>they</em> all understand how well they can climb even though <em>we</em> can't guess until we've read the rule book (or had the GM explain which rules they're using).</p><p></p><p>If you instead assume that every different ruleset is just a reflection of our own reality, and make decisions as though our real-world physics were applicable, then <em>that</em> would be a textbook case of metagaming. That's why you can't just use natural language and let the GM handle all of the mechanics - because <em>your </em>experiences in the real-world, which form the basis of your natural language understanding, represent information that your <em>character</em> can't possibly know.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6972836, member: 6775031"] In order to establish reasonability for everything that the game rules cover, you would need to have as much GM-produced content as is covered by the game itself. Or going by in-game experience, the only way to determine (with confidence) how the GM would rule in every situation is to literally experience every possible situation; and even then, that precludes the possibility of planning for the future - you can't plan to do something tomorrow, or even learn how tomorrow's ideas [I]might[/I] play out after the GM explains everything to you, unless you know how today's actions are likely to plan out. You can't even plan what you [I]might[/I] do after you slit the guard's throat, until you can make a reasonable approximation of [I]whether[/I] you can slit the guard's throat, and what complications might arise while doing so. I think someone is confused about the concept of the metagame (not necessarily you). If you assume that the rules of the game reflect the physics of the in-game reality, then the question of climbing a tree is entirely an in-character one; it's simply a fact that characters in some worlds are better climbers than characters in other worlds, and [I]they[/I] all understand how well they can climb even though [I]we[/I] can't guess until we've read the rule book (or had the GM explain which rules they're using). If you instead assume that every different ruleset is just a reflection of our own reality, and make decisions as though our real-world physics were applicable, then [I]that[/I] would be a textbook case of metagaming. That's why you can't just use natural language and let the GM handle all of the mechanics - because [I]your [/I]experiences in the real-world, which form the basis of your natural language understanding, represent information that your [I]character[/I] can't possibly know. [/QUOTE]
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