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Meta-Gaming: Definition
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2242749" data-attributes="member: 5143"><p>By pure definition, Metagaming is making decisions on the game based on the fact that it is a game rather than a real world where people live. You can make the exact same decision in a metagaming way and in a roleplaying way.</p><p></p><p>For instance:</p><p></p><p>Metagaming: This door will likely be trapped as the DM said he wanted to put more traps in his game during our conversation last week. I'm going to search it for traps.</p><p></p><p>Roleplaying: This is a dungeon created by a powerful wizard to guard his valuables. If I was a powerful wizard, I would place magical traps on the doors to ensure no one could take my valuables. I search the door for traps.</p><p></p><p>Metagaming: The DM wouldn't throw an enemy against us that was too powerful for us to defeat. He wouldn't purposefully try to kill us, he wants us to have fun. It may look overwhelmingly powerful, but I'm sure there is something we aren't seeing.</p><p></p><p>Roleplaying: How did the enemy forces get this powerful? We have heard nothing about them having an army this size. The leader of the enemy forces is prone to subterfuge, perhaps there is something we aren't seeing here.</p><p></p><p>You'll find that almost any action can be justified both ways. The key in discovering which one is happening is pretty much any out of character comments made before the actions. I've had disagreements with people about this in the past, but I've had characters who put away their weapons when fighting oozes immediately when he saw them figuring that he could see dirt, dust, small objects, etc sizzling and smoking as the ooze came towards me and figure out it might not be a good idea to stick things into it.</p><p></p><p>Pretty much it comes down to your level of tolerance for "metagaming". I normally reward smart players by allowing them to come up with ideas their characters might not so that it encourages them thinking. If someone doesn't know the answer, their skills can give them the answer.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2242749, member: 5143"] By pure definition, Metagaming is making decisions on the game based on the fact that it is a game rather than a real world where people live. You can make the exact same decision in a metagaming way and in a roleplaying way. For instance: Metagaming: This door will likely be trapped as the DM said he wanted to put more traps in his game during our conversation last week. I'm going to search it for traps. Roleplaying: This is a dungeon created by a powerful wizard to guard his valuables. If I was a powerful wizard, I would place magical traps on the doors to ensure no one could take my valuables. I search the door for traps. Metagaming: The DM wouldn't throw an enemy against us that was too powerful for us to defeat. He wouldn't purposefully try to kill us, he wants us to have fun. It may look overwhelmingly powerful, but I'm sure there is something we aren't seeing. Roleplaying: How did the enemy forces get this powerful? We have heard nothing about them having an army this size. The leader of the enemy forces is prone to subterfuge, perhaps there is something we aren't seeing here. You'll find that almost any action can be justified both ways. The key in discovering which one is happening is pretty much any out of character comments made before the actions. I've had disagreements with people about this in the past, but I've had characters who put away their weapons when fighting oozes immediately when he saw them figuring that he could see dirt, dust, small objects, etc sizzling and smoking as the ooze came towards me and figure out it might not be a good idea to stick things into it. Pretty much it comes down to your level of tolerance for "metagaming". I normally reward smart players by allowing them to come up with ideas their characters might not so that it encourages them thinking. If someone doesn't know the answer, their skills can give them the answer. [/QUOTE]
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