Thomas5251212
First Post
iwatt said:Ok, that's what I meant by metagaming. As I mentioned, I recognize it's a potential problem with some groups. Fortunately it stopped been one for me some time ago. I've made metagaming a dirty word IMCs![]()
Well, given that sort of procedure is, in and of itself, metagaming (after all, what can the evaluation of roleplaying be _but_ metagaming), its hard for me to think but that objecting to metagaming in it is somewhat blowing hot and cold.
Yes, IME Conviction is mostly spent to reduce damage.
I just wanted to clarify, because I don't have any in-the-field experience with True20 or Blue Rose per se; the mechanical assumptions I'm making are from reading and extrapolation from M&M, and its always possible there's something I'm missing, but it didn't seem too likely.
IMO, the designers figured out that Conviction should be a renewable resource. The question then became how to renew it. Since it's a roleplaying game, they made the choice of basing it on character roleplaying. What other simple way would you use for Conviction renewal?
There are many possible ones; by "scene" (which is arbitrary still but even handed) or simply give a flat number and have them all reset overnight. I don't think its actually at all accidental that its done the way it is; I think Steve Kenson fundamentally thinks its a good thing, and that it serves good purposes. I just don't happen to agree with him here. But he's in good company, as many games make this sort of assumption. And to be fair, its far less pernicious in something like Hero Points/Conviction than it is in experience.
I think this is were we have a disconnect. I tend to play with people I trust. If the GM is trying to change how you think you're character "is", perhaps it's time to sit down and discuss it? If he becomes an ass about it, perhaps you shouldn't bother playing with him? Trying to come up with a system that's foolproof against metagaming and bad DMing seems like a a Herculean task to me.
I don't think this is an issue of trust (though I think its common in this sort of discussion to conflate trust of intentions and trust of judgement, which are very different beasts); its a simple potential for clashing expectations. The GM can be being very straightforward on his part and tell you right up front that he's not seeing the characterization the way you do. Now what? In the end, there's no intrinsic way for that to be resolved if there's a conflict, and this sort of mechanic virtually requires him to make judgement calls on it. I'd just rather that it was a non-issue, so the system didn't essentially say that if you and your GM have a conflict on your characterization, he essentially _has_ to make you pay for it, and that's what this seems to do.