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So 5 Intelligence Huh
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<blockquote data-quote="Guest 6801328" data-source="post: 6856265"><p>I want to highlight this quote, although I liked the entire post.</p><p></p><p>In all these debates about metagaming and player knowledge vs. character knowledge, my preferred answer is that it's the DM's job to make them the same thing, if that's the desired effect. So rather than "pretending to be ignorant/stupid/etc."...which I acknowledge is a particular variant of roleplaying but one that I find uninteresting...why not actually make the players ignorant by changing up the narration. Don't give them "trolls"...give them a new monster they haven't seen before that happens to regenerate. Don't make werewolves vulnerable to silver...make it something else.</p><p></p><p>I frequently go off on long essays about the meaning of "immersion", and for me it isn't <em>pretending</em> to be my character for the benefit of others, it's actually <em>feeling</em> like my character for my own enjoyment. So when my weapons don't effect the werewolf, and I'm at 3 HP, I'm actually thinking "HOLY F%&@*ING $#!T WE'RE GONNA TPK!!!". Not, "Hmmm...I wonder if I've played dumb long enough and I can use my silver weapon now...."</p><p></p><p>Here's an example I've used elsewhere: </p><p></p><p>Let's say a character gets amnesia. One way of handling it would be for the DM to say, "Hey, you have Amnesia, start roleplaying that." If that's done well I think some people here would call that "good roleplaying" but of course nobody as the table is actually fooled by anything or experiencing any of the confusion and bewilderment of the affliction. </p><p></p><p>A slightly better way would be for the DM to pass a note to the player, saying the same thing. Now at least the other players at the table are going to get caught off-guard and wonder what's going on. Until they figure it out, of course.</p><p></p><p>But I think the coolest way to handle this would be for the DM to secretly tell the *other* players, and all agree to switch up a bunch of the details of the campaign, including names and backgrounds of all the heroes, but in slightly subtle ways that appear gradually. It's borderline cruel, but it could be a great experience: the afflicted "player" could be genuinely bewildered and off-balance, and wondering WTF is going on...giving him some of the same experience that his character would be having.</p><p></p><p>So, getting back to the 5 INT question and the letter puzzle, if the DM wants the 5 INT player to feel "immersed" he can create hand-outs of the puzzle, and simply hand a ridiculously hard (or impossible?) version to the player with 5 INT. And maybe an easy one to the player with a high INT.</p><p></p><p>If that's too much work, simply describe the puzzle in the abstract, and explain that it can ONLY be solved by making a successful INT roll. (Noting that, unless the DC is 18+, it's entirely possible that the 5 INT character will solve it...)</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6856265"] I want to highlight this quote, although I liked the entire post. In all these debates about metagaming and player knowledge vs. character knowledge, my preferred answer is that it's the DM's job to make them the same thing, if that's the desired effect. So rather than "pretending to be ignorant/stupid/etc."...which I acknowledge is a particular variant of roleplaying but one that I find uninteresting...why not actually make the players ignorant by changing up the narration. Don't give them "trolls"...give them a new monster they haven't seen before that happens to regenerate. Don't make werewolves vulnerable to silver...make it something else. I frequently go off on long essays about the meaning of "immersion", and for me it isn't [I]pretending[/I] to be my character for the benefit of others, it's actually [I]feeling[/I] like my character for my own enjoyment. So when my weapons don't effect the werewolf, and I'm at 3 HP, I'm actually thinking "HOLY F%&@*ING $#!T WE'RE GONNA TPK!!!". Not, "Hmmm...I wonder if I've played dumb long enough and I can use my silver weapon now...." Here's an example I've used elsewhere: Let's say a character gets amnesia. One way of handling it would be for the DM to say, "Hey, you have Amnesia, start roleplaying that." If that's done well I think some people here would call that "good roleplaying" but of course nobody as the table is actually fooled by anything or experiencing any of the confusion and bewilderment of the affliction. A slightly better way would be for the DM to pass a note to the player, saying the same thing. Now at least the other players at the table are going to get caught off-guard and wonder what's going on. Until they figure it out, of course. But I think the coolest way to handle this would be for the DM to secretly tell the *other* players, and all agree to switch up a bunch of the details of the campaign, including names and backgrounds of all the heroes, but in slightly subtle ways that appear gradually. It's borderline cruel, but it could be a great experience: the afflicted "player" could be genuinely bewildered and off-balance, and wondering WTF is going on...giving him some of the same experience that his character would be having. So, getting back to the 5 INT question and the letter puzzle, if the DM wants the 5 INT player to feel "immersed" he can create hand-outs of the puzzle, and simply hand a ridiculously hard (or impossible?) version to the player with 5 INT. And maybe an easy one to the player with a high INT. If that's too much work, simply describe the puzzle in the abstract, and explain that it can ONLY be solved by making a successful INT roll. (Noting that, unless the DC is 18+, it's entirely possible that the 5 INT character will solve it...) [/QUOTE]
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