Celebrim said:
The heart of your problem is that you are assuming that the players don't engage with the options that the detail affords them. I'd say that quite the opposite occurs. A roll player never fully engages the options available in the rules. Either he doesn't know the rules, or his theory about how to win prevents him from doing things he things don't enhance that ability to win.
I don't understand why you're assuming that "knowing the system" necessarily equates to "gaming the system", i.e., playing for advantage. I don't believe I ever stated that I believe players should adopt any measure of "game efficiency" in their choices on behalf of their characters.
Imagine you are a player in my campaign, and I've managed to hide what the rule system is from you. We created a character together, but I've hid the character sheet from you and all you have is some notes about the character. How are you going to play the game? You seem to think that it's impossible to engage with the environment without knowing the rules.
No, I believe it's perfectly possible to play a descriptive roleplaying game where the player's input is mediated into system terms by the GM or even simply adjudicated on the basis of intuition, story logic, or any other resolution system.
What I don't quite appreciate is a GM style preference for a heavily-detailed system which is "kept from" the players, one way or another. If the GM is in control to that extent and players must simply react in descriptive fashion, I question the utility of a rules-heavy system like D&D.
If you believe that, I doubt you've ever really role played. You've played a tactical wargame, and you are probably pretty good at it, but you probably don't do alot of role playing. You are engaged with a rules set and not with cognitive a theory about the universe (real or fantastic).
I wonder why you feel it's necessary to obfuscate the game system's description of the world and present it to players in your own terms.
I mean, let's use a crude example. As a player, I know that the Dodge feat makes my PC more difficult for a particular opponent to hit in combat when she concentrates on avoiding his attacks. My character knows the trick of keeping an eye on one particular opponent to better avoid being hurt by him without compromising her defence from other attacks.
How would you describe the difference between a player's choices on behalf of his character when he knows the feat and its function as opposed to when he has only received a descriptive explanation of it, devoid of game system terminology? What is the
functional difference you see between "I'm using Dodge versus the ogre, not the orc" and "I'm going to concentrate on avoiding the ogre's attacks rather than the orc's"?
The reason I ask is because a) You appear to be asserting a functional, rather than aesthetic, difference and b) I find it difficult to conceive of a way in which you could descriptively educate the player as to his character's capabilities in a way which fully enables him to take advantage of the PC's (invisible) mechanical features which at the same time avoids becoming simply a circituitous description of the mechanics in question.
Deprived of a rules set, you engage the environment in precisely the way that you would mentally engage the real world. You maintain a theory about what the world looks like - and it is my job as a DM to make that theory accurately reflect my theory about the world to a sufficient degree that we understand each other - and based on that theory of the world, you then take an action with hopefully some foresight about what the consequences of success or failure might be based on your own experiences with the real world and your assumptions about the consequences of real world actions. And this is where having a good detailed system comes in. The better that the system models the real world (or at least models peoples theories about the real world), the more likely that the player can use his theories about the real world to predict the behavior of the world in the game.
I fail, then, to see the advantage of a game system like D&D, which models
a world in fair detail which does not reflect the
real world.
For the record though, I'd never want to run a game where the player's didn't even see their character sheet (especially after the first session or so). That's just too much work. Over time, I expect characters to learn enough of the rules that they can make choices about how they want thier characters to develop and understand basically what options that development open up. A spell caster doesn't need to know exactly what thier spells do, but they do need to have a general enough of an idea that they can elect to cast the spells.
I'm confused, to be perfectly honest. Either the rules of the game determine the "rules" of the world, or they don't. If they don't, then it's the DM's thoughts which determine the rules of the world and thus the advantage of a detailed system is entirely lost. If they do, then players who don't know the details of their characters' abilities have an incomplete and incorrect picture of the world in their minds, and thus are actually participating
less in the world of the game than their better-informed compatriots.
Unless they're
meant to be playing someone who has no idea of what they can do, like Rincewind.
I think you have exactly the wrong theory about the game. In my experience, players that don't know the rules and aren't relying on a theory about the rules, but rather on a theory about the game universe are far more creative in the application of thier abilities and far more interactive with the universe than the players that are relying on thier knowledge of the rules. Players that base thier actions on thier knowledge of the rules are predictable, undramatic, and uncreative. They don't turn over tables to provide themselves cover, they don't have alot of couriousity about information that isn't provided as the result of a die roll, they don't talk to goblins that they meet in dungeons, they don't wander the world with a sense of caution and wonder because they know, "Heck, that thing has only 6HD and we can take it." I don't know any roll player that starts there first round action with attempts to parley.
I think you're assigning "mastery of the rules" exclusively to tactical players and "ignorance of the rules" exclusively to immersive roleplayers, naming the former a vice and the latter a virtue, and I think you're utterly wrong to make those assignments. I don't think there's anything about knowing exactly how the system works which prevents me - or any other player first and foremost concerned with the story arising from our characters' actions and motivations - from making the decisions the character would make.
I think the dichotomy you propose is false - I've seen many players with a firm grasp of the rules who would explore the possibilities of the system by asking if they could flip a table up for cover, and many players ignorant of the rules who wouldn't consider such a thing because they don't even know what the rules let them do. I've heard more cries of "How am I supposed to know that would help?" from players who never bothered to learn the rules than I've ever heard "You can't do that, there's no rules for it".
More to the point, you're not responding to the substance of my question. The only virtue of a detailed game system of which the players are largely ignorant appears to be satisfaction on the part of the GM that it's being run "fairly". I think that's an illusory advantage - because the detail is entirely lost in the gap between a player's rules-free description of their character's actions and reactions and the GM's attempt to interpret that description into the terms of the system.
Maybe I have a manifesto: If you don't know the rules, you might as well play Fudge.