iserith
Magic Wordsmith
It's certainly not my preference.You say this like it's a bad thing.
It's certainly not my preference.You say this like it's a bad thing.
You say absurdities, I say wise cautious characters.I think that some of this is also a matter of lingering game design elements and mechanics... and outlooks... that remain in the game despite the game no longer really focusing on them in the same way. Like in early editions of D&D traps were a common feature because the game was almost always about exploring a dungeon of some sort. These things were expected to the point where you had every party carrying ten-foot poles and all other manner of absurdities.
Easy - the players just think in character using character-known information.I think a lot of this discussion is like a weird clash between approaches to play adopted across editions. Like, I can't see how you reconcile metagaming with tests of player skill in like a Gygaxian sense.
It’s not unconscious. It’s consciously deciding to act in a way that is contrary to how the out of character information they have would otherwise lead them to do. That is a conscious choice influenced by said out of character information.This is a False Equivalence. If a player is being unconsciously influenced, that's not metagaming. Metagaming requires a conscious decision to bring in that OOC knowledge. A player cannot accidentally metagame.
Of course we filter out sensory data. I said the baring can’t ignore relevant information when making a decision. You can try to decide differently than the relevant information you have would lead you to do, but that is a decision influenced by said information.I'll put this bluntly: in some contexts, I don't believe you. I am entirely capable of encapsulating my perceptions. I suspect most people are, and I think the facts you're working from you're extending past what they actually say. People filter out data in decisions literally all the time, and they often do it at a preconscious level. If you didn't, you'd not be able to pick out significant sounds and sights in any busy environment.
What you’re doing is trying to imagine what choice you might have made if you lacked that information, and making that choice. But by doing so, you are still acting in a way that has been influenced by that information.No, I can also push aside what I know that my character doesn't and not consider that. If you don't care to believe that, that's your choice.
I don’t know what this means.You're immensely extending what I've said past the contexts I've said I pay attention to it in.
Can you perfectly replicate the state of mind you would have had if you did not know some piece of information? No, I believe you are correct there. But I do believe you can do it well enough for game purposes. And, since we are in the context of playing a game, I think that is really where we should be concentrating our thought.I said the baring can’t ignore relevant information when making a decision. You can try to decide differently than the relevant information you have would lead you to do, but that is a decision influenced by said information.
What you’re doing is trying to imagine what choice you might have made if you lacked that information, and making that choice. But by doing so, you are still acting in a way that has been influenced by that information.
I think that some of this is also a matter of lingering game design elements and mechanics... and outlooks... that remain in the game despite the game no longer really focusing on them in the same way. Like in early editions of D&D traps were a common feature because the game was almost always about exploring a dungeon of some sort. These things were expected to the point where you had every party carrying ten-foot poles and all other manner of absurdities.
The game was much more about testing player skill than anything else.
Now, however, the game is less about player skill. So certain encounter types... traps being one of them... don't serve the same function. They're not nearly as common in the published works.
I think a lot of this discussion is like a weird clash between approaches to play adopted across editions. Like, I can't see how you reconcile metagaming with tests of player skill in like a Gygaxian sense.
I think what they're doing is choosing the option that is more fun and engaging to them which may happen to be not losing. Which is not to say they will never lose even if "metagaming." It's not a reliable tactic unless the DM makes it so.But overall, if people actually try, I've never seen them have a problem making decisions to the level of granularity a game requires. Far more often it's just someone who really hates losing and so is very reluctant to take a course of action the player feels will adversely affect their characte.
The game world is out to get you, and you're out to make sure it doesn't succeed. That's the complete essence of adventuring boiled down to a single sentence. Everything else is just dressing.
What you describe is not metagaming. Not bringing in out of character information is the literal opposite of what metagaming is. Metagaming = bringing in out of character knowledge.It’s not unconscious. It’s consciously deciding to act in a way that is contrary to how the out of character information they have would otherwise lead them to do. That is a conscious choice influenced by said out of character information.
Yes and that influence = not metagaming. It takes more than the OOC knowledge having some influence to be metagaming. You have to actively bring that knowledge into the game via a PC that does not know the information for it to be metagaming. Why is it so important for you to twist the meaning in order to claim metagaming happens anyway?What you’re doing is trying to imagine what choice you might have made if you lacked that information, and making that choice. But by doing so, you are still acting in a way that has been influenced by that information.