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

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Again, there's not a great deal of disagreement. But I also run various kid's groups, and let's move away from the specific metagaming (whatever definition you use) to another example, outright cheating.

If I am playing with adults, then if I learn that someone is calling out the wrong number, or "re-rolling" bad rolls, then that person will never be invited back. Period. This has happened twice in my history with invitees.

However, when I am playing with 9 or 10 year olds, I view it as a learning experience for them. Different standards for a different table.

It's the same with metagaming. When the kids are just learning the rules, and understanding what roleplaying means, I freely expect them to share information and learn how to play the game. I will nudge them gently to try and play in character, but my main objective is for them to learn the game so that they can run their own table. OTOH, if I am DMing my grognard group, I don't have to worry about metagaming because the players themselves don't do it; they have played for so long it's not an issue. So for me, it's an interesting theoretical question, without real-world ramifications.

For those who play differently, that's totally cool, and if I played at their table, I would respect their rules. Because that's how I roll (and role).

Sure I get you. Cheating is definitely a problem and there is a sliding scale of acceptable behavior by maturity. No disagreement there.

I'm simply drawing a distinction on what defines a problem/troublesome player. That's not merely metagame thinking. It has malice and repetition as components. Cheating is definitely malicious. Repeated cheating needs to be addressed for sure.

Repeated metagaming, maybe does not. Particularly absent malice.

Look, I often have to remind people to play their own characters when they get a touch bossy. But the bossiness is a symptom of the excitement. Not a symptom of bad behavior. Fwiw


-Brad
 

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And in that you are right. It's a clear sign that I'm arguing not to persuade the person to whom I'm responding, but to score points with the people who already disagree with him.

Alas, I am human.

Then again, given historical evidence, it would be just as foolish to be arguing to persuade, in this case.

I don't think you have to try to persuade Maxperson, or anyone you're opposing. (And I agree it's likely futile to try). But there are plenty of lurkers all over the place. And they benefit most from your best arguments and points.


-Brad
 


If only words were used in more than one way, or had more than one definition. I wish something like context could be used to help weed out the less likely applications of words like that. Shucks.

Wow. You're really being prickly about this. Sorry I gave so much offense.
 

Well, we're mostly in agreement, except for the malice part. Let's shift the debate, somewhat, to the rules lawyer. A rules lawyer might not act with malice, and I would argue rarely does, but simply doesn't understand how their behavior impacts the group dynamic. Which is why the very same act of rules lawyering (so to speak) that is fine at one table is the mark of a troublesome player at another table.

You can go through any of the canonical "troublesome player" archetypes (well, most of them) and few of them require malice. In fact, the reason that so many of them are archetypes is because they spring up and are encountered! After all, there are tables where a powergamer is a "troublesome" player, and there are tables were powergaming is expected.

That's why you get to the issues in what is, inherently, a social game. The type of game that is run for 9-11 year old kids learning to play will be different than a game for a bunch of middle-aged grognards. The type of game run by a bunch of high school kids with a lot of time to kill and learning 5e on their own, extrapolating from what they know from videogames and the FLGS, will be different than a game run with middle-aged 1e refugees pining for the old hobomurder days. None of these games is better or worse, but they will be different.

Some people like butter pecan, some people like chocolate. It's all still ice cream.

Alright. So the rules lawyer is a good case. Because it sometimes IS malicious and sometimes it's just a stickler for the rules.

For instance, I've got 3* over various groups.

My most notorious was a stickler for the rules. And he'd definitely argue a point just to ensure the most correct interpretations were happening. Of course, he'd do this even to his own disadvantage. And any ruling I'd make, he'd often cite as precedent. I think really he just wanted maximal consistency. Once we figured out how to handle this stuff without eating up table time, he was a corrective and not a disruption.

Another guy was absolutely the opposite. He argued rules only in his own favor and was angry when ruled against. This was someone who was very big on system mastery in 2nd & 3rd edition who mellowed out during 4E quite a bit. I think he was motivated by Justice and righteousness. And he was disruptive.

And the 3rd gal was another rules hardliner who hated cheating and dishonest in all forms. She also didn't like any situations not covered by rules. No gray areas. She was disruptive between games. Good gravy.

Anyway, these are case by case bases. Generally, a rules lawyer becomes a problem when they flip game time from play to argument. Generally they're a problem when they refuse to accept a ruling and make a huge stink. But they can also be a resource and a corrective.

All in all, it's a behavior that can be indicative of a problem player but isn't necessarily indicative.

So it is also with metagaming. It can be indicative of cheating, trouble, problems, lack of engagement. But isn't necessarily so.

This isn't an argument of moral relativism. I'm not saying the standards apply selectively. I'm saying the behaviors listed need to rise to the level of malice and repetition to be considered a problem. And that an individual instance is insufficient to say "this is always wrong."


-Brad
 

You should try to think things through before responding. Creatures can be stabbed in the shoulder, legs, etc., so wounding and not killing is entirely an in game response by the character. Choosing to swing and strike with the flat of the blade is entirely an in game response by the character. Seeing a blow that is going to strike a creature through the chest and diverting it at the last second in order not to kill it is entirely an in game response by the character.

Think things through before making accusations that so obviously fail.

I think anyone who would swing a sword at someone's leg or shoulder in an attempt to be non-lethal would be a crazy person. This is a game mechanic that pretty much REQUIRES metagame thinking.

I don't think it would ever be reasonable to assume that hacking someones shoulder rather than their head would simply render them unconscious.

This is all a moot point, anyway. Who is is going to stick their hands into a fire and pull out a burning stick/log? If you've ever been to a campfire/bonfire, you know that fire burns the entire length of the wood. I seriously doubt anyone is going to take the time to locate a fresh stick/log, go get it, stick it into the fire long enough to catch fire solidly, then turn to the troll that just barreled into camp.

Well, you're switching words around a bit and slanting things in your favor as much as possible. And your assumptions about how campfires work are truly odd....I did not know campfires were so uniform in the portion of the wood that burns.

Someone who is near the fire tending to it, perhaps crouched down to do so, will very likely be able to pull a piece of wood from the fire and use it as a club. There is no reason for a character not to be able to do so. Or, no reasonable reason, I should say.

It may be illogical or not the best idea in the world....but people do illogical things all the time. People are saying to themselves all the time "wow, what was I thinking?" Requiring a character to only do the most logical thing as logic would be determined by game mechanics.....that's more metagame thinking than the other examples.

New players aren't going to randomly decide to stick their hands into a fire to grab a burning stick. I've never seen it done. I doubt I ever will see it done.

In my experience, new players are far more likely to do something not expected....more likely to not take an action that is clearly defined by the rules, or seen as the most optimal action.

A new player whose character is building a fire using that fact in an action? Not far fetched at all. I've seen many similar examples, if not that exact one.

Logic says it will be unwieldy and/or weak. It's a freaking BURNT STICK. It's weak. It's also not designed to be used as a weapon. It's not going to have a nice smooth tapered end for the player to grab onto well, with the weight balanced like a club is. It's going to be unwieldy. It's also pretty much guaranteed to be on fire from end to end, so the PC is going to take damage from sticking his hand into a fire and grabbing a burning stick, and then drop the thing.

Again...you are slanting things to favor you interpretation. Which is fine, of course....if you're teh DM you could decide that none of the wood on the fire was suitable for an attack. It woudl be a bit antagonistic in my opinion, but it would be within the DM's purview.

For me, I would think of a piece of firewood as a club. A club that also happen to be on fire. I'd let the PC make an attack with it....maybe say that they take 2 points of fire damage as a result, or some other minor consequence, and then let things play out. Perhaps the burnt end shatters upon striking its target, and then the club cannot be used again. Seems reasonable. There are lots of ways to go with it that could be decided on the spot.

The most restrictive in my mind would be "No, you cannot do that....you have to get your sword and attack." Restrictive and boring.

Um. The burning stick is not in hand. It would take more time and effort to stick his hand into a fire and grab a burning stick than to just yank the sword out of the sheath.

Not "in hand" but "at hand". Again, twisting the words. It would be more at hand than a weapon, which is the logic behind grabbing it in lieu of the weapon. PERFECTLY REASONABLE LOGIC from the character's perspective.


Cheating is not included in the choices available to characters of new players or experienced players. That is correct.

Come on, man. If a new player who had no idea about fire vulnerability of trolls decided that his character would grab a log out of a fire and swing it at the troll, there is no way even you would consider that cheating. So therefore, the experienced player is limited in the options available to him compared to those available to the new player.

I would explain to the new player how grabbing a burning stick out of the fire would cause the PC damage and result in a stick that is weaker than the sword and would do less damage. That would be explained whether it was a troll or an ogre.

Ah, so you would impose the game mechanics onto the situation.

In order to avoid metagaming.

I see.

A character tending to the campfire will have his weapon at hand.

He may or he may not. If he did, it would likely be sheathed or otherwise stowed. Which means something near to hand would be quicker to grab. So a character very well may reasonably do that....unless the player's knowledge of turns and initiative and weapon damage dice came into that decision.

Or in the lore. There is no mention of it, so they are not by RAW any more fearful of fire than any other creature.

The lore? Are you kidding? Do we need lore for animals that actually exist?

I play animals the way they would in nature as well. Wolves don't attack humans. Most animals don't. Would fire waved at a wolf in my game work? Yes, I'd probably house rule that in.

Wolves and other animals have indeed been known to attack humans at times. Usually there are extraordinary circumstances of some sort at play, but it's not always known what those may be. Very often, fire is employed to keep animals at bay, and very often it is very capable in that regard.

Having wolves be afraid of fire would not be a house rule....

Of course the character knows that. You can't cause an arrow in flight to turn aside from hitting the neck or heart the way you could a sword strike. That's why the rule is different for ranged weapons.

In my experience, a troll regaining consciousness is a non-issue. The PCs just hit it again and knock it back out, and then know about regeneration. At that point they just keep it down while they figure things out.

But an archer can shoot a shoulder rather than a heart. Or a leg.

The rule....which I have no real problem with....relies on metagaming to work. No person swinging a sword at another would ever be certain that he could land a non-lethal blow. There would always be the risk of killing the target outright, or in causing a wound that proved lethal over time.

Generally, a sword strike to the leg doesn't knock someone out so much as cause them to bleed massive amounts. Not unless you're playing a game. And generally, no one would expect it to, unless they were characters who knew the game rules.


It EXPANDED the definition to include any and all thinking of the game as a game. Metagaming as I define it involves thinking of the game as a game. What you suggested fits my definition of metagaming as the character was acting upon YOUR knowledge, not his.

Your interpretation of the bit on page 235 to me seems very off. It in no way implies any behavior at all as cheating. I think you have a conclusion you have already drawn, and you are then reading into the description and seeing it as justifying your conclusion.

Don't start with a conclusion. That's the end point.
 


Heh. Given that I think we are both advocating the moderate position, I'm not sure we are really disagreeing about anything! But I am enjoying the discussion. ;)

I wanted to concentrate on the portion of your comment that I bolded, however. On this, I would disagree. The decision as to when a given behavior is bad enough to rise to the level of, say, an archetype is completely selective; even deciding that "malice and repetition" are required (how much intent? must it require ill will? how repeated?) is a subjective determination.

That's why I keep going back to the table as a social group. Whether it's a long-standing group of friends or an ad hoc selection of people thrown together by a common interest (D&D), there will be social norms and rules that should be observed. And those will be relative to the people at the table. Let's take two common examples for archetypes- the powergamer and the rules lawyer.

1. Powergamer. At my grognard table, we do not want a powergamer. This isn't to say that there isn't any optimization, because everyone knows the rules and makes "good" choices. But they also make "decent" choices, and clearly "suboptimal" choices depending on their preferences. I don't think a powergamer is intending to play with malice; they simply want to play in the way that is most fun for them. But it isn't the most fun for this table. It's not a question of malice or repetition, but a question of preference.

2. The Rules Lawyer. We have a simple rule at the grognard table. If you have a question about the rules, you raise it once, in game, and get a clarification. That's it. If there are any further questions, they can be discussed after the game. We have found that it is better to have a quick, wrong decisions than to spend gametime debating a rule. So a rules lawyer, at that table, would encompass most behavior that at many tables (including tables I used to run) would be entirely normal.

Yes, at the extremes, certain behaviors are likely unacceptable at most tables. But for the most part, D&D behavior is constrained by the social rules of the table; not by the rules in the DMG, and these rules are relative to the players and the DM.

I think that's why the section on on troublesome players evolved over time. So too with DM authority. It's sort of democratized now to the table's expectations instead of one person's.

Good stuff!


-Brad
 

Heh. Given that I think we are both advocating the moderate position, I'm not sure we are really disagreeing about anything! But I am enjoying the discussion. ;)

I wanted to concentrate on the portion of your comment that I bolded, however. On this, I would disagree. The decision as to when a given behavior is bad enough to rise to the level of, say, an archetype is completely selective; even deciding that "malice and repetition" are required (how much intent? must it require ill will? how repeated?) is a subjective determination.

That's why I keep going back to the table as a social group. Whether it's a long-standing group of friends or an ad hoc selection of people thrown together by a common interest (D&D), there will be social norms and rules that should be observed. And those will be relative to the people at the table. Let's take two common examples for archetypes- the powergamer and the rules lawyer.

1. Powergamer. At my grognard table, we do not want a powergamer. This isn't to say that there isn't any optimization, because everyone knows the rules and makes "good" choices. But they also make "decent" choices, and clearly "suboptimal" choices depending on their preferences. I don't think a powergamer is intending to play with malice; they simply want to play in the way that is most fun for them. But it isn't the most fun for this table. It's not a question of malice or repetition, but a question of preference.

2. The Rules Lawyer. We have a simple rule at the grognard table. If you have a question about the rules, you raise it once, in game, and get a clarification. That's it. If there are any further questions, they can be discussed after the game. We have found that it is better to have a quick, wrong decisions than to spend gametime debating a rule. So a rules lawyer, at that table, would encompass most behavior that at many tables (including tables I used to run) would be entirely normal.

Yes, at the extremes, certain behaviors are likely unacceptable at most tables. But for the most part, D&D behavior is constrained by the social rules of the table; not by the rules in the DMG, and these rules are relative to the players and the DM.

Yeah I want to also make this point:

Y'all don't have to invite anyone to your table. And y'all don't have to play with a power gamer or a metagamer (or whatever) if you don't want to. But that doesn't mean people like that are trouble or problem players or cheaters. Heck, even annoying players aren't necessarily problem players.

There's a difference between "this isn't for me" and "this is cheating." Heck I manage to be friends with people who have different faith than me, different politics, sexualities, diets. Even some vegans (yuck).

And that's basically how it goes for me. Pretty much I'm fine with whatever until it takes away table time or becomes unduly disruptive. THEN it's a problem. Not before.




-Brad
 


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