lol. I think 4e's XP value based system is simple and workable, for the most part. People may feel overly obliged to go by what it implicitly recommends though.
Well, there's that and then there's the real problem: beginners who don't know any better. I never used the encounter building guidelines; even as a teenage beginner I avoided them without understanding why (at least not to the degree I do today). However, now that I have some experience and do understand why, I shudder to think of how it would have gone if I had. I doubt I'd still be playing rpgs today.
And that's really my issue with a lot of these debates. It's true that I can keep playing and enjoying my game regardless of what 5e is or 4e was in print, but I don't want bad ideas to kill the hobby as a whole. After all, I might need more players someday.
I think my point is more that there are huge areas of meta-gaming that ALWAYS exist that are present before the encounter even happens. IMHO campaigns are pretty much largely meta-gaming.
Okay, that's interesting.
People do try to dress it up some, but its quite clearly present and even prevalent. IMHO games would implode almost immediately without it. The trick is to be able to suspend our belief in the contrived nature of the situation and enjoy it. Its quite true that some things can break that, but if there's a group out there where the fact that they mostly face encounters they have at least a chance of doing something interesting in besides dying is so disruptive that it kills their immersion, they're PROBABLY going to find it impossible to RPG at all.
I don't disagree with this, at least not completely. To compare to storytelling on screen, there are a very few people who do truly believe and act as if they are the character, the Daniel Day Lewis types. However, most actors, and almost all other people involved with the process are not completely in character and are effectively "metagaming". I suspect D&D is the same way; a few acting savants and a lot of us who either have other predilections or simply lack that level of roleplaying ability. I know (that despite having a few theater classes under my belt, a psychology background, and being a passable performer in several different persuasions and a skilled liar) I am definitely the latter.
So are we generally metagaming to some extent when we roleplay our characters? Yeah. I guess I do agree with that. Are we suspending disbelief on that count so we can enjoy the story within the game (as we do when consuming any fiction, really)? Probably.
Where I think differently is on when and for what reason to use metagame thinking. For example, I'm metagaming when I add in an NPC specifically to talk to and engage a PC who seems to have been neglected; I'm trying to engage the player as well as the character. I'm metagaming when I speed up or forgo an encounter because we're running out of time in the real world. I'm metagaming when I design an NPC's equipment considering what will happen if and when the PCs get it (which is not likely part of the NPC's thinking process when he buys equipment). But, to go back to the original point, I stop short of this:
NPCs/Monsters don't have brains, they are intrinsically extensions of the GM's will, thus any judgment being made as to how to proceed is by definition the judgment of the GM, and is at the very least the subject of the GM's biases and subservient to his/her goals.
I really do try not to do that. And with D&D, dice come in handy. I try to adopt the perspective of the character, but I also frequently roll behind the scenes to determine what an NPC will do (such that his behavior is not solely an extension of my will). Is there still an element of deception in playing an NPC? Yes. Is my will still behind them? Yes. But I don't (to bring this long post around) think that I do, or should do, metagaming to adjust the difficulty of challenges to match the players aptitude at overcoming them, and it is, while likely embedded in some of my decisions, a philosophy that I actively try to avoid.