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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7577778" data-attributes="member: 29398"><p>M:tG is almost nothing but metagaming, or so it sometimes seems. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'll counter by saying it's on the player to think as her character would think and use only the knowledge that her character would have. It's then on the DM to ensure that enough information comes out to allow the player a reasonable idea of what knowledge her character has or doesn't have.</p><p></p><p>I'd say it would depend on how the players approach it all as PCs. If they skip the town and head straight to the Caves then yeah, they're on their own and metagaming might become a problem.</p><p></p><p>However, I'd say they should have to interact with the town NPCs again, but that the interaction will take a different turn very quickly when an NPC says: "You're the second bunch of people been through here in just a few weeks intending to head out that way. No idea what became of the first lot; nobody's seen 'em since they left." It's on the DM to make sure this happens sooner rather than later.</p><p></p><p>That alone should inform the new PCs that a) there's other adventurers out there, be they alive or dead, and b) that they haven't returned red-flags the danger level, and c) that if the PCs don't already have a Ranger in the group they might want to recruit one to track the first adventuring group and see where it went.</p><p></p><p>And voila: metagaming issues largely headed off at the pass. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've just above provided a fast-track means of achieving this end which is also perfectly plausible in the fiction.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7577778, member: 29398"] M:tG is almost nothing but metagaming, or so it sometimes seems. :) I'll counter by saying it's on the player to think as her character would think and use only the knowledge that her character would have. It's then on the DM to ensure that enough information comes out to allow the player a reasonable idea of what knowledge her character has or doesn't have. I'd say it would depend on how the players approach it all as PCs. If they skip the town and head straight to the Caves then yeah, they're on their own and metagaming might become a problem. However, I'd say they should have to interact with the town NPCs again, but that the interaction will take a different turn very quickly when an NPC says: "You're the second bunch of people been through here in just a few weeks intending to head out that way. No idea what became of the first lot; nobody's seen 'em since they left." It's on the DM to make sure this happens sooner rather than later. That alone should inform the new PCs that a) there's other adventurers out there, be they alive or dead, and b) that they haven't returned red-flags the danger level, and c) that if the PCs don't already have a Ranger in the group they might want to recruit one to track the first adventuring group and see where it went. And voila: metagaming issues largely headed off at the pass. :) I've just above provided a fast-track means of achieving this end which is also perfectly plausible in the fiction. [/QUOTE]
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