Towards the end of another thread, ThirdWizard, Crothian, wayne62682 and I got into an interesting discussion of metagaming. As a result, I thought I would start this thread to solicit other people's opinions about where they draw the line between gaming and metagaming.
Here's how part of the dialogue went:
Here's how part of the dialogue went:
fusangite said:Whereas I consider it to be gaming.ThirdWizard said:I consider that metagaming.fusangite said:I'm talking about a player making positive contributions when the players collectively make decisions based on the shared information of the party, or making positive contributions when a particular player is tongue-tied in an interaction with an NPC.Who says they cannot request advice or assistance from someone in doing so. Isn't it up to the player and the player alone as to which tools she uses to play her character? I happen to be someone who enjoys and appreciates getting advice from others on how I can play my character more effectively.Each Player plays his own PC.
Think of the magnitude and difficulty of the task of playing a person living in another time, in another culture, in another occupation from a totally different family. People with formal dramatic training find it extremely challenging to do this even when all of their character's words and actions are spelled-out in a script. Even then, attempting to approximate another human being is extraordinarily difficult.
Now throw in the D&D. Not only is this person living in another culture, in another time, in another occupation. They are also living in a universe with radically different physical laws. I don't know about you but I find such a task daunting in the extreme. Even if I'm a psychological genius at putting myself in others' shoes, I'm going to do, at best, a totally half-assed job.That's how my games sometimes go. But there is no sense in which a PC is run by the entire group -- a player can involve the rest of the group in her decision-making about her character as much as she likes. Other times, people don't feel the need for consultation. I like to give my players all the tools I can to help them role play their characters, something I consider to be pretty challenging.The way you're describing it sounds kind of like all the PCs are run by the entire group with one Player being in charge of one character's actions after the ooc discussion by the Players.Even leaving aside my reasoning above, I just wouldn't do that. This sort of thing kills a friendly table talk dynamic in my experience.In my game, if you want to confer something to another PC, you have to do it with your own PC.That's no different in my campaign. Of course the person playing the character makes all final decisions about what the character does. All I do is enable them, by producing background material, answering questions and allowing them to bounce ideas off other players is give them the opportunity to make as informed a decision as they wish to.If you think someone should say something, you can't tell the Player out of character what they should say. They control their own PC and you control yours.This is exactly the kind of situation I am trying to address. While the players spend 4 hours a week playing their characters, the characters spend 168 hours a week being themselves. The actual characters would be far less likely to forget absolutely crucial life and death information than their players are.Take this example:
DM: The man before you smiles after you help him kill the goblins raiders. "Hail!" He says. You notice a strange tatto on his right arm in the shape of a flame and he carries a sword with engravings made of some strange metal. "It's good to see a helpful face about."
Player1: "Hail! Where are you headed?" I smile back at him and wipe the blood from my sword.
Player2: Hey isn't that tatoo the same as the evil assassin brotherhood had.
Player1: Hey, I had forgotten about that! I warily look for any concealed weapons he might have on him.
That just won't fly in my game. If Player2 notices something and Player1 doesn't, his PC had better tell Player1's PC in game. Otherwise, they're communicating in plain view of the NPC without actually having to say anything to give it away.
Now, add in the fact that Player2 is dead, and he will never be able to confer that information. His PC is dead, and thus so is his connection to the game and communication with other PCs. If he points it out, it has disrupted the game. The other Players must now play their PCs as if they didn't realize it, and we'll never know if they would have figured it out. It creates a very awkward gaming environment. Best for him to say nothing.
If all a character can remember about her life is all her player can recall, unaided, you're not simulating a bunch of fantasy heroes; you're simulating a group of fantasy Alzheimer patients.It depends. If it is something that would be covered by a combat telepathy spell in the PHB, then no -- clearly that kind of communication you have to pay for with such a spell; I take a dim view to people coordinating flanking straegies and the like. On the other hand, if players are simply reminding eachother of the rules or giving advice on how a fellow player's character could make the best possible use of his abilities, I have zero problem. After all, the characters know way way more about fighting than all the players put together.In battle situations, do you let your Players discuss tactics ooc then let them perform said tactics in battle without any in character speech going on? If Player 1 notices that Player 2 can avoid an AoO by taking an extra step to the side, do you let Player 2 point that out without his PC making any kind of comment in game?