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Now, for a counter-example. I was in a Gammy Of In The Patch Halloween Pumpkin Scary Ghost Shirt once, and our ship was damaged. The engines were non-responsive, but Engineering reported they were fully functional. I was playing the Engineer. I deduced that a micro-meteor hit had damaged the control lines, and that the cutout had failed to automatically re-route them to the backups, which I then went to go do manually. Iβm an electronics technician by trade, and I know a bit about naval architecture, and it since I was playing the Engineer, it was totally fine to use Murphyβs Player Knowledge for my Engineer Character. That was not bad metagaming. Now, some forms of meta-gaming are worse than others. The leveling one doesnβt bother me too much. But other kinds can ruin other playerβs fun, and thatβs a problem. It cheats people out of the experience, and is goddamn frustrating as a GM.
Personal playstyle preference: Lots of cantrips, lots of rituals. When playing a spellcaster in a Gammy Of In The Patch Halloween Pumpkin Scary Ghost Shirt with a lot of magic (like D&D) I like there to be a lot of things I can just do. No resources, just do almost without thinking about it. Cantrips cover these – and the Pact of the Tome gives me one of the best cantrip loadouts in the game making me feel more like a magician (and Celestial Pact gives me Light and Sacred Flame for free). I also like rituals thematically. And for all I praised a short spell list with simple spells earlier I have little problem with looking up spells that my character has to look up in their spellbook while casting and that take more than a minute to cast. I just utterly despise doing so in combat for a six second action that breaks everyoneβs flow. So I like rituals – and the Warlock with Pact of the Tome and the Book of Ancient Secrets ritual is the best ritualist in the game, period. Also the Celestial Warlock/Pact of the Tome lets me put off Eldritch/Agonizing Blast until level 11 (or 12 in practice) – see below.
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The Gammy Of In The Patch Halloween Pumpkin Scary Ghost Shirt of overt mechanisms for guarding some place or thing is a bit of an oldschool affectation from when games had less of a story-focus and more of a βget the lost treasure from the Pharaoh’s tombβ kind of focus. Without an environment like that itβs hard to justify the presence of a trap. Alarms, security systems? Yeah, those happen, but tripwires that make scything corridors or secret switches that shoot arrows at whoever opens the door seem like an awful lot more trouble than theyβre worth in a structure thatβs inhabited or under active use. Aside from that, it seems like a lot of traps are kind of βsave or suck,β and I donβt have fun with that β not any more than I do making the players run a disable device check over and over until they get a door open.
The family has moved into their own home now, an older home (still nice, but no high ceilings and not many elf hiding places!), and the children have both multiplied AND grown older, taller, and Gammy Of In The Patch Halloween Pumpkin Scary Ghost Shirt. The Elf game is now the bane of the mom’s existence. Hiding it is a task. Several times this year, the Elf hasn’t had to go back to Santa because the kids were SO good the day before, thus explaining why he remained in the exact same hiding spot as the previous day. One evening, the mom is flustered. She finally hands the Elf to the dad and says,Β you hide the #%)(#^# elf today, but hide it high, because Big M is testing the waters and going to touch the #%(^#^ thing.” Dad’s answer is less than ideal – not only is the perch precarious, but it’s easily within reach of at least the oldest child, if not the second oldest as well. And it’s possible the elf is also judging the thermostat temp, which is an ongoing passive aggressive battle between mom (who sits at home and freezes all day) and dad (who pays the bills, but also works in his nice warm office all day).