OK -- I hardly need to stir the pot at this point. Thanks everyone for making this thread as vibrant and fun as I was hoping it would be this morning! Nevertheless, here goes:
Cheating is bad. But the only way to stop people cheating in RPGs is to shame them to discourage the behaviour. It is not to de-socialize games by prohibiting inter-player communication which, if used for a purpose other than cheating, only serves to enhance the roleplay experience.
When making rules, you need to assess whether they will actually achieve their desired objective and, what costs there might be to their implementation. In my view, your rule against inter-player communication does not achieve its objective and has unreasonable costs.
This is the RAW definition of metagame thinking: totally unhelpful, incoherent and subject to inferences being drawn in all kinds of directions about what might or might not fall into the category of metagaming. Then the DMG offers a solution to the problem that further muddies the waters:DMG said:"I figure there'll be a lever on the other side of the pit that deactivates the trap," a player says to the others, "because the DM would never create a trap that we couldn't deactivate somehow." That's an example of metagame thinking. This behaviour should always be discouraged, because it detracts from real role-playing and spoils suspension of disbelief.
Wayne 62682 managed to sum up the DMG in about hald as many words:DMG said:Surprise your players by foiling metagame thinking. Suppose the other side of the put has a lever, for example, but it's rusted and useless. Keep your players on their toes and don't let them second-guess you. Tell them to think in terms of the game world, not in terms of you as the DM. In the game world, someone made the trap in the dungeon for a purpose. You have figured out the reason why the trap exists and the PCs will need to do the same.
In short, when possible you should encourage your players to employ in-game logic. COnfronted with the situation given above, an appropriate response from a clever character is "I figure there'll be a lever on the other side of the pit that deactivates the trap because the gnomes who constructed the trap must have a means to deactivate it." In fact, this is wonderful -- it shows smart thinking as well as respect for the verisimilitude of the game world.
Anyway, back to my responses to the posts:Wayne62682 said:To me, "metagaming" is using out of game concepts in-game. The oft-cited example of the PC confronted with a pit trap who says "There has to be a way around this because the DM has to give us a way across" is metagaming. What I don't get is the people (my own group, included) who would NOT consider it metagaming if the same player said "There has to be a way around this because whoever designed it would have to have a way across." The same exact thing in different words, but one is "roleplaying" and one is "cheating". The fact of the matter is that we're still playing a GAME. Using the terms of said game should not be considered cheating of any sort. That's like saying someone who says "squares" instead of "streets" (or roads, or whatever) in Monopoly is "metagaming".
This is one of the few things I would categorize as cheating, unless it was reasonable for the character to guess or infer this from second-hand knowledge or from observing the properties of the creature in question.Thanee said:Metagaming is using knowledge or basing decisions on something you know as a player, but your character cannot know. This can take the form of game mechanics (I use this spell on that monster, because it has weak defense against it),
Again, this is cheating in my books too.campaign knowledge (player A has heard what an NPC has said to player B's character, but player A's character was not present at that time),
For me, this is just an opportunity to prove a point to my players that I never get tired of proving: a set of physical laws that lets you make giant exploding balls of fire out of words and guano is clearly not the same set we are working with in this world. It is abundantly clear that your game world's physics are going to be quite different from our world's; when my players try to get water to conduct electricity, I calmly inform them that the elements fire and air, which comprise lightning cannot be conducted by water; they naturally rise and water naturally falls towards the centre of the universe.or even real-world knowledge (like advanced chemistry or physics in a fantasy world).
Exactly. There is gaming and there is cheating while gaming. There is no metagaming.pawsplay said:Metagaming is just gaming. Meta- means above our transceding, so "metagaming" would be something like, "What would you like to play?" Everything that happens at the table is just gaming.
Although I disagree with the term being used at all, I think your definition is really helpful here because it exposes, what in my view, are unreasonable definitions of what constitutes an out-of-character reason.buzz said:To re-phrase the definition I posted, Metagaming is basically when an IC decision is made for OOC reasons.
Excuse the pedantry but it's a subset of the set gaming. A superset is a set of sets.QFT. Metagaming is a subset of the superset Gaming.
I agree. This is cheating. But it seems crazy to prohibit inter-player communication because of the possibility that it can be used to cheat. Furthermore, this prohibition isn't even effective at stopping that you want to stop because the PC2 already knows what PC1 discovered because you, the GM, have announced it.ThirdWizard said:Most games don't have an in character and out of character portion to them. D&D has the concept of communication being possible in character. And it can be important. When you're in front of someone in game, in character conversation will be able to be overheard by them. If you talk out of character and assume that all the PCs can share this information you have effectively bypassed that problem. Many people, myself included, would consider this cheating.
Why? Here's an example. PC1 has lots of points in Sense Motive and PC2 has none. PC1 realizes that the NPC is lying to them and PC2 doesn't. If PC1 tells PC2 about this out of character and then PC2 acts on this information he has completely bypassed the effect of not putting points into Sense Motive and the PCs have effectively communicated in front of the NPC without the NPC having any chance to be aware of this.
Cheating is bad. But the only way to stop people cheating in RPGs is to shame them to discourage the behaviour. It is not to de-socialize games by prohibiting inter-player communication which, if used for a purpose other than cheating, only serves to enhance the roleplay experience.
Once again, prohibiting inter-player dialogue is not an effective way of doing this. What if the wizard is the guy who read the book? How does your rule help then?Or lets say the PCs are fighting an Outsider with fire, cold, and electricity resistance. Nobody has Knowledge (the planes), so they can't know this. But one Player has the book and knows everything about the monster, so he tells hte wizard not to use fire, cold, or electricity attacks on it.
When making rules, you need to assess whether they will actually achieve their desired objective and, what costs there might be to their implementation. In my view, your rule against inter-player communication does not achieve its objective and has unreasonable costs.
Neither would mine. Why? Because they're not cheaters. You see I don't need strange socially inhibiting rules to prevent this evil. I do just fine without it.And, my group, even when faced with this, wouldn't act on the information.
How does this follow? How do "maybe you should use the hedge for cover," or "remember you can use your spontaneous cures to kill that undead," or "don't you remember Lord Thorfinn from three sessions ago? That's his crest the cavalry are flying," qualify as metagaming. All the player is doing is reminding someone of a fact they have already been told or making tactical suggestions based on information possessed by every character in the group.If you start giving other group members advice, though, when your PC is incapable of giving advice, then in my eyes that can only be metagaming.
While I wouldn't go so far as to call them a bad example, I do think that there are all kinds of knowledge not represented in these skills and it might be worthwhile to consider how and when its employment qualifies as cheating, or, as Wayne says,pawsplay said:Knowledge checks are a bad example. A knowledge check in D&D will take IC information and hand it to the player, who can then OOC make a decision based on it.
To me, this suggests a bit of a hole in the D&D knowledge system, as elegant as it is. But what about types of knowledge we all agree are outside the skills system. Are there any kinds of general/common knowledge, ThirdWizard, that are not covered under the Know (*) mechanic whose employment you would have a problem with?Wayne62682 said:Once more on the Knowledge thing.. again, where is the line drawn? Yes, there's a skill for things you haven't encountered before, but who says I haven't seen it before? Ex: I have a character who grew up in a city ruled for most of his life by a necromantic regime; would I not have at least rudimentary knowledge of lesser undead (e.g. skeletons, zombies, maybe a wight) without needing a roll, since I was brought up with this? How about an Elf; would they know immediatly how Orcs are (having hated them for millenia) and drow, being mortal enemies?
I find this too. It is rare for a GM to enforce "metagaming" rules; when they are enforced, they usually show up in the form of self-censorship. I have had to retrain many a player into letting him know it's okay to speak out of character or base decisions on parts of the RAW not covered by the Know (*) mechanic.Third Wizard said:In our games, it depends on how far the Player of the PC is comfortable in going. We don't actually have any hard and fast rules against individual scenarios in this sense, so its up to the Player to say "My character wouldn't do that" or "My character would do that anyway."
This is a pretty excellent summary of the approach in my games. Looks like I'm not as far out on the fringe on this issue as I imagined myself to be.Primitive Screwhead said:OOC help remembering IC knowledge: No problem. This includes the tatoo problems, tactical choices, and current plot lines.
OOC help replacing IC knowledge: Also no problem. I describe the creatures they face either by name if the PC's would have sufficient knowledge to know thier weaknesses...and as such use any OOC knowledge gleaned from reading MMs.. or with an IC description. This with the caveat that I rarely read the MM, so my descriptions do not nessesarily match the book. This means my players end up on thier toes facing unknown critters and rely on Knowledge checks or experience to learn its abilities.
OOC concepts guiding IC motivations: eg, the "DM won't kill us, so we can go this way even tho it looks hazardous" Big problem, altho self resolving.... doesn't happen again after the players realize that *this* DM does not offer plot immunity to any PC