On Facebook, I mentioned my opinion that when MU/TH/URs are teaching the game to new players, part of the teach should be not just the mechanics of taking stress, relieving stress, and rolling panic, but what the number of stress carried actually means in terms of the game. Namely, IMO, players should know that, for most PCs, carrying 2 to 4 stress is optimal, and that a Panic Roll of 10+ means that the PC does not get to do the action the PC wants to do. (There are a couple of exceptions to the generalization.)
One poster apparently strongly disagreed with me. I still don't really understand why, except that he seemed to think that "real people" wouldn't know how stress affects them, so any kind of stress management was metagamey, and it was especially metagamey if MU/TH/UR simply taught players not just how to handle gaining stress/losing stress/rolling panic, but what the actual effects on player and PC agency are. (I obviously strongly disagree, and, to be honest, I don't even really understand the argument.)
As I type this, I'm watching Mystery Quest's Part 5 of their actual play of Chariot of the Gods, and one player is holding 9 stress. He (almost) literally cannot succeed at a skill check; neither MU/TH/UR, nor the other players are telling him this, and I don't understand why. (There's some stuff going on in secret, but that's not really relevant to teaching the game, which is what I'm talking about.)
So that made me curious. How do MU/TH/URs and players feel about whether they should be taught the effects of stress on their PCs' ability to act effectively in the game world? I don't think there's a single good argument against giving new players this information, but maybe I'm missing something?