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.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.
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.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.
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.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 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.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'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.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 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 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.
Celebrim said:Deprived of a rules set, you engage the environment in precisely the way that you would mentally engage the real world.
mhacdebhandia said: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.
D+1 said:ALL players should at the very least learn the rules that govern how their character functions within the game system. Anyone who effectively refuses simply won't get a seat at my game, and if I have anything to say about it they won't sit in a game that I'm in as a player either. The rules are not the be-all end-all of the game by the remotest stretch of imagination - but they ARE there for a reason. Unless the DM has openly stated that the rules DON'T MATTER then players must learn the rules.
And simply learning the basic rules and those that most closely apply to their particular character is a MINIMUM. You can do that just to get people started in the game, to BEGIN to play without having to know the rules back to front. After they get started though they'd better be reading the PH, and paying attention to the rules being applied by and to other players and their characters. If nothing else it's going to be to their advantage to know how the ENTIRE game functions, not just their personal little corner of it. You don't have to know the rules for Power Attack, attacking with two weapons, damage resistance and spell resistance to play a 1st level wizard. But knowing those rules, how you can eventually apply them and how they can and will eventually be applied to you and the other PC's will keep your fellow players and DM from wanting to lynch you.
Amy Kou'ai said:Going even farther than that, I agree with that one Magic article -- the essence of which amounted to, "Having defined rules allows you more creativity." Writers write more productively on weeks when they're given a topic, as opposed to weeks in which they have to come up with their own. It is easier to work within rules given, because they nudge you in directions that you would be unable to think of on your own.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.