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D&D 5E How to deal with Metagaming as a player?

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Caliban

Rules Monkey
All of you are doing it wrong. So very, very wrong. It's horrible, you should be ashamed.

I know the right way to do it, it's great, like you wouldn't believe. But I'm not going to tell you right now, I'm going to keep you guessing.

When I do reveal it, it's gonna be huge, you're gonna be shocked, stunned out of your mind. Metagaming is gonna be history.
 

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Lanefan

Victoria Rules
What would we do with a fictional character in a movie or novel that we are creating?
Probably something quite different than we would do with a fictional character in a RPG. In a movie or novel there's only one creative agency (the writer(s)) where in a typical RPG there's a bunch of not-always-in-agreement creative agencies: the DM creates the world and backstory, the players create some key personalities that inhabit said world, and the story of the actions of said personalities (i.e. what gets played out in the game) is created by all involved. Sometimes these creative agencies might conflict - a player claims his character is the son of the King while the DM has already determined the King has no heirs - and in cases like this the DM takes precedence.

Or, coincidence. A movie or novel might be well served by having the protagonator just happen to know exactly what to do when (though even here if it's blatant enough to be noticeable it bugs me), just to keep the story going toward its predetermined end point. But a RPG is not well served by this at all - for one thing, it doesn't (or certainly shouldn't) have a predetermined end point - and a character not knowing about the trap even though its player does can be just as contributory to keeping the story going.

On re-reading, the above may not be all that clear...if needed I can expand on it later.

Do we constrain ourselves to what is probable
We constrain ourselves to what our characters would most likely do with the knowledge they have.
or do we figure out how to make the improbable believable? Or at least plausible? I hope the latter. We author in coincidences, or re-write the backstory, or do whatever is necessary to tell the most compelling story we can think of.
What's to say the story isn't just as compelling, or even more so, without the artificially-induced coincidences? Maybe the old lady catches everyone in her trap; the story then becomes how to escape (see AD&D module A4 for a published example of one of these) - still a good story, only different and (and this is the key element) perhaps not as advantageous or friendly or easy for the characters...and by extension, their players.

Max loves to talk about "cheating" and how "adults" act and not "trusting" the players, but this can only come from a belief that all metagaming is about getting an unfair advantage. To beat the other players or the DM.
Unfortunately, my rather lengthy experience tells me that he's mostly got it right.

My default assumption is that players are going to try to tell a better story for everybody at the table. If they want their character to 'know' about something then I assume they are doing it to make the game more fun and I'm fine with it. They are "authoring in" something improbable but more interesting.
In an ideal world I'd get right behind this. But it's not an ideal world, and there's just too many people out there who subscribe to the maxim "If you ain't cheatin' you ain't tryin'".

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AaronOfBarbaria said:
My overall feelings on the issue of role-playing and a character's intelligence score are this: the mechanics of the game do what they say they do, and nothing more. In the case of ability scores and how they affect role-playing, that would be by way of the text on page 14 of the PHB, where it says "Take your character's ability scores and race into account as you flesh out his or her appearance and personality." and then provides some examples with a lot of use of the word "might" and no usage of the word "must"
If someone's PC has intelligence 8 yet plays their personality as that of a quick-thinking genius then I'd say they've failed.

That said, intelligence is relatively easy to role-play. It's wisdom that always trips us up. :)

And my overall feelings about metagaming have, I feel, been as clearly explained throughout this thread as they can be... which I admit is disappointing considering how many folks still don't quite understand them.
I think I understand them reasonably well. I just happen to very much disagree with some of them. :)

This is why your chosen definition for the term "metagaming" is meaningless.

You've just decided that a particular bit of knowledge that the player has must influence that player's character's actions.
Because, like it or not, far too often that out-of-game knowledge *does* influence the PC's actions - the PC does something it otherwise would (almost) never do.

Problem is, people are jumping on that "almost" - the <0.1% chance that the PC would just happen to think that the kind old lady in the woods eats adventurers and small children for supper - and using it to justify all sorts of shenanigans just because the PC's player knows she ate the party's rogue last night. And that's wrong.

Lan-"on tonight's menu: ranger with a side of thief"-efan
 

Corwin

Explorer
Yes, but no.
But, yes. And bear with me, because I think this is a subtle, but poignant point (if I do say so myself) relevant to the topic. Say you are new to D&D and you are playing an elf. Now you, the player, of course know nothing of trolls. One day, months into the campaign, your party encounters large, warty, green-skinned humanoids with big noses and sharp claws for the first time. You ask the DM if your elf knows anything about the creatures. The DM allows you a knowledge check, with which you succeed in spades. The DM fills you in on the details of trolls. You explain that your adventuring uncle used to tell you stories when you were a child. That he had fought trolls many times. So, thanks to him, that's how you know all about these scary monsters. Your character has known all about trolls for a hundred years. You just now learned of them. In fact, your elf knew all about trolls the previous campaign day, during last week's game session, when you guys were fighting troglodytes. He knew then and you didn't even realize it.
 
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Lanefan

Victoria Rules
There is no rule that forces the players to rely 100% on only the knowledge that their character has, and nothing else
Maybe not, but one could (and I would) argue that there should be. Or at least a guideline.

You make the incorrect assumption that the only reason one might metagame, is to cheat. The truth of the matter is, it might not be the players that are metagaming. It might be the DM who is pointing his finger at his players, and deciding for them what their character does or does not know. Thats the problem I see here.
The DM can (or certanly should be able to) veto anything if a character is played as knowing something it reasonably can't know.

If it's something the character might have heard of, roll some dice. :)

Lanefan
 

Shasarak

Banned
Banned
And yes, sometimes that means roleplaying my character into disasters that as player I can see coming from miles off.

Lan-"or roleplaying myself right out of the party - done that a few times"-efan

Thats another fine mess you have gotten us into Lanefan.
 



Shasarak

Banned
Banned
When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No."

C'mon. All Evil Overlords should have gotten the memo by now!

You dont capture them and then kill them. Some DMs get antsy about killing people "in cold blood".

Much better to just kill them and then wander around kicking things over until the DM tells you where to go next.
 

iserith

Magic Wordsmith
The DM can (or certanly should be able to) veto anything if a character is played as knowing something it reasonably can't know.

If it's something the character might have heard of, roll some dice. :)

Player: Based on my time as a sage, I try to recall what I know about the weaknesses of trolls.
DM: Let's see an Intelligence ability check.
Player: A got a 3.
DM: A troll has a horrific appetite and eat anything they can catch and devour. Their wounds close quickly and can even reattach dismembered body parts. You are unable to recall any weaknesses.
Player: I throw a flask of alchemist fire on it to see what happens!

You're the DM and this is a veteran player - how do you adjudicate the player's action declaration?
 

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