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

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And if it is complete waffle, that's okay with me too. My position doesn't require any validation by the DMG. So I'm quite happy to leave off on discussing it if [MENTION=23751]Maxperson[/MENTION] is. Your earlier post showing the excerpt is self-explanatory.

Honestly it's about halfway to waffle anyway. Check out the last line. WTF is this advice? How does that curb metagame thinking? Why aren't you designing challenging scenarios in the 1st place? Am I to understand that the consequences of metagaming is that the DM does a better job writing?


-Brad
 



Honestly it's about halfway to waffle anyway. Check out the last line. WTF is this advice? How does that curb metagame thinking? Why aren't you designing challenging scenarios in the 1st place? Am I to understand that the consequences of metagaming is that the DM does a better job writing?


-Brad

I think the advice addresses the example it brings up about the players using "metagame thinking" to decide if the threat before them is "level appropriate" based on what they know of the DM. If the DM includes challenges that are sometimes "level appropriate" and sometimes really deadly - and the players know that - then it's a big risk for them to engage in "metagame thinking." Same as what I tell my players: It's smart play to verify your assumptions with in-game actions before it's revealed your assumptions are bad!
 

Honestly it's about halfway to waffle anyway. Check out the last line. WTF is this advice? How does that curb metagame thinking? Why aren't you designing challenging scenarios in the 1st place? Am I to understand that the consequences of metagaming is that the DM does a better job writing?


-Brad

The thing that struck me with the excerpt was, if the player recognises that there was a lot of flavour text about the door and wants to look more closely at the door and the DM is getting upset about it, then why not just cut down how much flavour text you (the DM) are using to describe the door rather then getting upset at the player for paying attention to what you are saying?

It also reminded me of a room description that spent paragraphs describing everything in the room except for the Dragon.
 


The thing that struck me with the excerpt was, if the player recognises that there was a lot of flavour text about the door and wants to look more closely at the door and the DM is getting upset about it, then why not just cut down how much flavour text you (the DM) are using to describe the door rather then getting upset at the player for paying attention to what you are saying?

It also reminded me of a room description that spent paragraphs describing everything in the room except for the Dragon.

Well it's the Gazebo anecdote all over, isn't it?

Much flavor text. Bad assumptions. Fight architecture. Wow.


-Brad
 

Well it's the Gazebo anecdote all over, isn't it?

Much flavor text. Bad assumptions. Fight architecture. Wow.


-Brad

No, it is the opposite of the Gazebo. Logically (to me anyway) if there is a Dragon in the room then that is the first thing you mention not the last and you certainly should not be paying so much attention to what kind of wood the cupboards are made of until at least after the encounter.
 

And if it is complete waffle, that's okay with me too. My position doesn't require any validation by the DMG. So I'm quite happy to leave off on discussing it if [MENTION=23751]Maxperson[/MENTION] is. Your earlier post showing the excerpt is self-explanatory.

The more I read the first sentence the more I come to the conclusion that it is waffle. :)

Of course we all think about the game as a game, we can't ignore the mechanics of the game. It might have been better phrased as "play the game, not the DM". In other words don't try to guess the right action based upon what trick you think the DM might have thought up. Instead think about what your character would do based on the in game situation.
 

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