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49

At our gaming table, while role playing, the characters would say a +1 sword is of the First Power. A +2 would be of the Second Power, etc. Worked for us, and it sounded pretty epic. Once, we heard of a sword of the FIFTH power. We were like... whoa.


43

Whatever your preference. It's never explicitly stated anywhere as far as I know. Some people think it breaks with immersion, while others think that you'll go crazy if you can't call out the numbers or keep having to talk around them. Most people I know and play with refer to gear with their mechanical terms (ie: "My +1 Orcbane Shortsword") when talking ...


28

Players working together like this is normal and expected. It's all fine as long as the player with the present PC is not bothered by the input from the other players and has the final say. Fate Core, page 4 Both players and gamemasters also have a secondary job: make everyone around you look awesome. Fate is best as a collaborative endeavor, with ...


27

Typecasts in LARPs can be a serious problem. In the future, I'd suggest avoiding getting into this situation in the first place - ask to play characters you're not usually cast as. This is difficult, so to the best of your ability, but the less you allow yourself to fall into a typecast, the less others will typecast you in turn. That being said, it won't ...


22

Whichever you prefer. Typically when discussing items after they have been identified the enhancement bonus of a weapon is completely dependent on whether or not your group would find mentioning the numbers to be atmosphere-breaking and unwanted. If you're speaking to a character after they have found and identified a weapon they'll need to know the level ...


21

There's a distinct demarcation in games between the Player and the Character. And in most games when such things come up, it's relegating the player to the same position as the character- and trying to force the player to solve problems is if he is the character. There is nothing wrong with that approach, in any game. And there's also nothing wrong with ...


17

What a PC believes shouldn't be determined by a dice roll. Instead, give them clues depending on the results of their insight check. For instance, if the PCs are interrogating an NPC regarding a string of robberies, an Insight Check DC10 might allow the PCs to notice that the NPCs eyes widened when shown the torn scarf found at the mayor's house, despite ...


12

The traditional answer to this is, "Write it down and pass a note." In the 21st century, I might change that to, "Send a text." Of course, nothing prevents your players from passing the note around amongst themselves, or reading it aloud. In some circumstances, "Take one player aside and talk to him or her." However, I think you might be asking two or ...


9

The game was called FRUP. It was never released (one of the casualties of the collapse of Guardians of Order), but the story of it — and the preview of the game from 1995 — are available at WhatIsFRUP.com.


7

Suspend disbelief, harder You're already suspending disbelief to buy into your game's setting. You put yourself into another person's mindset to play your character. Extend to techniques farther in order to omit relevant metagame knowledge from your roelplaying. Ask you self "If I didn't know X, what would my character do here?". That's what you should ...


5

It sounds like you have a problem with players metagaming (acting on information the player has, but his character doesn't), and you're fixing that by having the players explicitly inform each other. This usually works fine as long as players don't have to do it too often – but if you're requiring them to relay the info to the group every time they ...


5

Considering that the "plus" of the enchantments is a quantifiable attribute when identifying items or creating magical items I would imagine it reasonable that some manner of describing this attribute would exist in the game world. For the sake of simplicity I would stick with the +1, +2, +3, but other ways of describing would exist. Maybe even it's own ...


4

There must be some successful, humane way of introducing the players to a setting they have no clue about. It's all about making that kind of translation a smooth and gentle. Take it in two parts. 1) The players need a rundown. 1a) .. of the things which local everyday people know about the region 1b) .. of the things which local everyday people know ...


4

Don't Let Fear of Metagaming Keep You From Playing The Game When you have knowledge that your character doesn't, it can be frustrating. You'll often feel like you're helpless to deal with a challenge that would be trivial if your character just knew one stupid thing. If you're frustrated, you're not having fun, so the solution here isn't to just tamp down ...


3

Whichever you prefer (or, to better say, whichever your DM preferes), but Magic Item Compendium p. 5 quotes Thordek, the iconic dwarf fighter, naming his +3 armor by plus and bonus. It's not unreasonable to suppose that, in a world where enhancements come in fixed chunks, merchants and crafters have deviced a system to name them. My personal choice is ...


3

One tip that can be useful, when this is important, is to give up some of the control. This is especially useful for situations where your character might know/figure out the information that you know, or might randomly decide to do the advantageous thing. Assign a probability to either figuring out the information, or doing the beneficial thing. "Yeah, ...


2

I don't LARP. That said here's what I'd try: Coordinate with the Organizers to become a role that half-way meets the expectations of the players and win them over from there. The players expect a messy scene, when you're around? Be the battle hardened mercenary that accompies the players. Stand next to a pile of bodies and smoke your victory cigar telling ...


2

You're running into one of the classic hiccups to D&D - it's not primarily a game about intrigue and so the rules for intrigue are...sparse and incomplete. Here's one solution: Don't roll for truth or lies. Roll to guess motivation. "He wants this... but there's something he's not telling you. You get the feeling there's a personal drama or angle ...


1

This same problem often comes up in the campaign I'm currently a part of. Some of us (including me) are more used to roleplaying in general, while others are newer and have difficulty not using meta-knowledge or assuming that just because one player knows something, everyone does. The way I personally deal with it is that I try to think in terms of my ...


1

... when the other person is telling the truth? 5e really has two social skills: Intimidate and Persuasion. To me, the Persuasion skill includes convincing someone that you are telling the truth. And this cuts both ways. Convincing someone that something is true may be no more or less difficult than convincing them that something is false, regardless of ...


1

It's possible that I'm sticking my nose in where it's not merited here, but here's my take on it, specifically regarding knowledge/insight/discern motive-type checks: - Chris Perkins once said that the players should know that everything the DM says is true - that is, if the DM says "You feel like she's telling the truth" or "You can't read the writing, but ...


1

The DM should be describing information about the character's environment, not telling the players what their characters think, which is entirely the prerogative of the players. Telling the player "you don't see any evidence that the illusionist is lying or telling the truth" is a better solution because then the player simply cannot metagame based on that ...



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