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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="The Crimson Binome" data-source="post: 6587358" data-attributes="member: 6775031"><p>That's not quite what I was getting at. As a DM, I'm not building a world full of secrets, for sufficiently-thorough players to discover. Nor is it my goal to reward players for being sufficiently paranoid, or for having encyclopedic knowledge of every magic item or spell effect.</p><p></p><p>My goal is to reassure players that their choices matter. If everyone just charges head-long toward the goal, then that might not always work out for them. They might miss out on something. They might get in over their heads. And if they do, then <em>hopefully</em> they realize that they brought it upon themselves. And if they survive that, they can either continue being recklessly straightforward, or decide to be more cautious in the future.</p><p></p><p>If they decide to search the evil lair for clues, knowing that it's going to cost them time (and possibly other resources), then they might find this information that helps them out later on. Hopefully they trust me, that I won't invalidate their choice by placing these clues in their path later on, or else there would be no reason for them to even try. This might not even be the <em>best</em> course of action; it's possible that they'll spend so much time (and other resources) in exploration that they miss out on their main goal.</p><p></p><p>I don't want the players to meta-game, and I don't want them to <em>expect</em> that <em>I </em>will meta-game. In this case, the term 'meta-game' means to make decisions <em>within</em> the game based on knowledge that it <em>is</em> a game. The example given in the book is to assume that a particular puzzle must have a solution, based on the idea that the DM wouldn't include a puzzle that was unsolvable. By a similar token, it would also be meta-gaming if the players decide to head straight to their goal, on the assumption that the DM will provide any relevant information regardless.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6587358, member: 6775031"] That's not quite what I was getting at. As a DM, I'm not building a world full of secrets, for sufficiently-thorough players to discover. Nor is it my goal to reward players for being sufficiently paranoid, or for having encyclopedic knowledge of every magic item or spell effect. My goal is to reassure players that their choices matter. If everyone just charges head-long toward the goal, then that might not always work out for them. They might miss out on something. They might get in over their heads. And if they do, then [I]hopefully[/I] they realize that they brought it upon themselves. And if they survive that, they can either continue being recklessly straightforward, or decide to be more cautious in the future. If they decide to search the evil lair for clues, knowing that it's going to cost them time (and possibly other resources), then they might find this information that helps them out later on. Hopefully they trust me, that I won't invalidate their choice by placing these clues in their path later on, or else there would be no reason for them to even try. This might not even be the [I]best[/I] course of action; it's possible that they'll spend so much time (and other resources) in exploration that they miss out on their main goal. I don't want the players to meta-game, and I don't want them to [I]expect[/I] that [I]I [/I]will meta-game. In this case, the term 'meta-game' means to make decisions [I]within[/I] the game based on knowledge that it [I]is[/I] a game. The example given in the book is to assume that a particular puzzle must have a solution, based on the idea that the DM wouldn't include a puzzle that was unsolvable. By a similar token, it would also be meta-gaming if the players decide to head straight to their goal, on the assumption that the DM will provide any relevant information regardless. [/QUOTE]
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