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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="iserith" data-source="post: 7581833" data-attributes="member: 97077"><p>I think the easiest way to deal with "metagaming" is to just set the expectation that the DM (and other players) shouldn't care how another player makes decisions for his or her character - it's nobody's business but that player's. However, the player is forewarned that his or her assumptions may not be correct and that it's smart play to verify one's assumptions by taking action in the game. A troll might best be defeated with fire - but maybe not <em>this</em> troll. Act upon your assumptions at your own peril. Maybe you're correct. Maybe you're dead wrong. (And hopefully the DM telegraphed this possibility when describing the environment.)</p><p></p><p>This is how I handle it in my games and, in my view, and is more in line with how modern versions of D&D treat "metagame thinking," that is, it's an issue of assumptions leading to bad play experiences rather than any particular concern about what a character may or may not know. For example, a TPK occurring because the players think "the DM would never throw such difficult monsters against us at this level" or wasting valuable session time searching an otherwise unimportant door because the DM described it in more detail than usual.</p></blockquote><p></p>
[QUOTE="iserith, post: 7581833, member: 97077"] I think the easiest way to deal with "metagaming" is to just set the expectation that the DM (and other players) shouldn't care how another player makes decisions for his or her character - it's nobody's business but that player's. However, the player is forewarned that his or her assumptions may not be correct and that it's smart play to verify one's assumptions by taking action in the game. A troll might best be defeated with fire - but maybe not [I]this[/I] troll. Act upon your assumptions at your own peril. Maybe you're correct. Maybe you're dead wrong. (And hopefully the DM telegraphed this possibility when describing the environment.) This is how I handle it in my games and, in my view, and is more in line with how modern versions of D&D treat "metagame thinking," that is, it's an issue of assumptions leading to bad play experiences rather than any particular concern about what a character may or may not know. For example, a TPK occurring because the players think "the DM would never throw such difficult monsters against us at this level" or wasting valuable session time searching an otherwise unimportant door because the DM described it in more detail than usual. [/QUOTE]
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