A GMing telling the players about the gameworld is not like real life

Sadras

Legend
Just to comment on this real quick.

I'm not making predictions about commercial success, or even about popularity abstracted away from sales. But I can report, truthfully, that I have walked from games where the GM treated action declarations primarily as an opportunity to expound his/her sense of the fiction rather than as opportunities for the players to engage and change the fiction.

Those examples were hard-railroady games. My 4e-experience as a player echoes the GMing style you encountered and I stuck around long enough (too long in fact), with the only silver lining being that I got to poach two great players from their group before walking out.
This style is certainly not for all and it is likely how I DMed in my earlier years.
 

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hawkeyefan

Legend
Player: My uncle told me (player consults the module the DM is running) that if we go down the left corridor and open the second door, under the rug is a secret compartment with 85gp and 2 potions of healing inside.

You don't see anything wrong with that? Weak justifications for metagaming are just that. Weak justifications. There absolutely does need to be something further in order for the character to have that knowledge.

Come on now. If you don't see the difference between the example I gave and the one you decided to come up with, then I don't think there's any reason in discussion, is there? It's like we have two gunshot victims, and you want to treat the guy whose pinky toe was shot off the same as the one who was hit in the head. "But they're both gunshot wounds!!!"

I said "veteran players" for a reason. If you've played D&D for any significant length of time, you know trolls are vulnerable to fire. For a veteran player to come up with an excuse why his character knows that is perfectly fine in my game. I can understand why it may not be for your game. But doing so means that such authority is in the hands of the DM. Which may or may not be a bad thing, depending on what the DM and players want from the game. D&D is meant to be a largely DM driven game, so I don't think it would typically be a problem.

When I said that such a DM was being a jerk, it's because he ignored the cue that his veteran players didn't want to play the "pretend not to know" game. The player came up with a way to bypass it. To me, this is a player contributing....he's come up with an element that helped explain his character's actions, and also cued teh DM to the type of stuff he'd like to do in the game....or at least the type of stuff he'd rather not do, in this case. To me, that's helpful; I want to know what my players want out of a game. If the DM chooses to thwart that and forces the players to play out the scenario in some arbitrary "when-is-it-okay-to-use-fire" encounter, then yeah, I'd say that DM is forcing a "Mother May I" situation, and he's possibly ignoring his players' desires for play.

The players have to ask "Mother May I use Fire?" and the DM sits back and says "No" until some arbitrary point where he then decides "Okay, yes, you can use fire."

Denial does not equal "Mother May I" and never has. It takes for more than the DM saying no to a weak justification for metagaming.

It certainly can. You have a binary view that just doesn't seem to allow for any nuance or gray area.

Also, this is your opinion, correct? Because mine is clearly different. There is no objective definition of the term as it relates to RPG play, as this thread has proven.

Maybe your unyielding opinion on what the term means is the obstacle to actually listening to what others are saying? Would you say that you see why I use the term Mother May I, and it's just a case of you wish I'd use another term? Or are you unclear of what the actual issue I'm describing may be?

Once again, denial does not equal "Mother May I" and never has. It takes for more than the DM saying no to a weak justification for metagaming.

The thing you are also overlooking is that there are two possibilities here. 1) the DM allows metagaming. If that's the case, the DM won't deny the blatant metagaming going on in your example. 2) the DM does not allow metagaming, in which case metagaming is cheating. A DM saying no to cheating is not "overriding player input" as players don't get to provide input that is cheating.

What about the non-binary third option; the DM allows some metagaming? I mean, I'd be willing to bet that the vast majority of D&D games fall into this category, so it seems odd to leave it out.


Metagaming is bringing in knowledge that the player has that the character doesn't and having the character act on it. That's the definition. My example is no different than a player reading the Monster Manual and using the puzzles attached to the monsters in game. In both cases the player is going to books that the DM is supposed to use, learning knowledge, and then bringing it in for the PC to use.

No, not necessarily. All of my players except one have been a DM at some point. Some for quite some length of time and to quite a large amount of people. And all of them, with the one exception, have been gaming since we were kids in the 80s. So even if they've never read the MM or DMG or whatever other book you want to mention, they all know about trolls and fire. Even the new gamer who hasn't read any DM aimed books.

It's not surprising to any of them, and that's why I'd never bore them by having them play an encounter where they had to "guess" about fire. I'd actually be glad that the player came up with a way to justify the use of fire if we did wind up in such a scenario.


Yep. Sort of like how monster weaknesses are established in advanced, not announced to the players, such that the player might take extra steps like reading the Monster Manual to learn it.

Do your players need to read the MM to know about trolls? Stop it.

@hawkeyefan has said that the player should be allowed to do this and that the DM is a jerk for not allowing it. He has also made the claim that it's "Mother May I" to say no.

Yes, in this instance....absolutely.

It's odd to me that in these discussions, you always advocate for the DM using their judgement, that D&D works because you have a DM who is acting on "behalf of the game" and so on. Here I give an example of the DM using their judgement, and you declare it wrong.

It doesn't matter where the player got the outside knowledge. Bringing it in via a weak justification is still no different than bringing in knowledge of a module you know that the DM is running.

Let's go with a personal example. I've run the Desert of Desolation series at least 3 times. Well after that, a DM I used to play with decided to run it. I remembered many of the secrets. According to what you are saying here, it would have been okay for me to bring in my Uncle Cheap Justification to let me know all of those secrets via talks he had with me in my youth.

No. You know the differences between these two examples, so stop treating them the same. Yes, they are similar in that they use player knowledge. But they are also different, and the differences are more important than the similarity.

In a case like you're describing, where a player who's previously run an adventure finds himself as a player in that adventure, there are any number of ways that his knowledge can be handled. The first is that you simply ignore it; just play the game as best you can without spoiling things for the other players. Nothing wrong with that, although it may be difficult at times. Another way would be for the DM and player to discuss this and address it in the fiction; "your character has previously been to the adventure site, but was struck in the head before wandering off and being found by merchants, so his memory of things may be a bit fuzzy".

The player has the knowledge in both of these cases. So why not go with the second? Where it's acknowledged and incorporated into the game rather than having to pretend you don't know what you know?

Again, I don't want to get too bogged down in the metagame discussion because that was only the example I used about MMI. The fact is that D&D is a largely DM Authoritative game....and although there's nothing at all wrong with that, it is what it is. My example would play out radically differently in other games because they are not set up the same way. For many other games, the dice are what determines the outcome of any check. For others, the GM and players may openly discuss the fiction and the characters and decide what's best as a result.
 
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Exploration - finding out stuff
Combat - beating people/things.
Social - interacting with people. This typically involves elements of finding out stuff, beating people, but also mutually beneficial interaction - alliance building, mate-bonding, friendship et al.

Travelling a known route isn't Exploration, but travelling an unknown route & encountering new places along the way does have an Exploration element I think, in 5e D&D terms. Of course if it's abstracted - line on the map style - then it's not Exploration, it's closer to Downtime, as Mr P noted.

To be honest, even in the context of 5e D&D this is looking to me like a dubious system of classification in the way that you present it, because social can include both exploration and combat.

To me, it seems fairly clear that the utility of the "3 pillars" is not in identifying categories of fictinal activity, but in identifying ways of handling stuff at the table. In particular, as I understand it, the 5e "3 pillars" are an attempt to capture in a single classificatory scheme some D&D traditions concerning how different sorts of action-resolution are handled.

Here is one difference: reading the Monster Manual, or the monster section of B/X, is a fairly standard part of learning to play the game; whereas reading a module before playing it is generally considered cheating.

Couple quick thoughts right quick about:

* RPG pillars

* Metagaming

You could probably break down the actual experience at the table of playing a TTRPG to:

Discovery

- "All these years...my brother isn't who I thought he was...so how do I trust anyone?"

- "The stonework turns on a vertical axis as you push it, the secret door revealing the overwhelming stench of a charnel pit, your flickering torchlight catching hints of gold amidst the pile of death."

- "My character has Trait x that makes her calculated and cool...but she did thing y in the heat of the moment that, upon reflection, turned out rash and impulsive (when I used the Trait against her in the dice pool). What does that say about her?"

Creation

- GM sees that your character and another character have Bond/Belief x that are at tension and uses that tension when a failure arises to introduce a conflict/obstacle that highlights that rift.

- A player has "A Lover in Every Port" either allowing the player to introduce an NPC that will help the PCs in their situation. If the dice come up a certain way, the GM gets to complicate the relationship with the NPC (while also honoring the help).

- GM rolls Reaction for NPCs and it comes up with a difficult result...now they have to come up with some interesting fiction to explain that.

Competition

- "We're going to overcome this conflict/obstacle!"

- "I don't feel like I did a good job challenging character x's theme/archetype/ethos last week. I'm going to do a much better job this week."

- "I wonder if I can go nova and end this conflict immediately?"


Harkening to the "player reads module" before play. Why is this universally abhorred as dysfunctional metagaming?

Its simple.

The player is completely nullifying the actual RPGing experience at the table as it pertains to all 3 of legitimate Discovery, Creation, and Competition in exchange for some morbid idea of social currency gained.

What about a player pretending to not know something (eg Trolls and Fire)? If you (the player) already know that answer x is the solution to problem y...then which of the above 3 have you delegitimized?

Discovery? Nope. There is nothing to discover.

Competition? Nope. There is nothing truly being tested.

Creation? I think is where someone like Max, Lanefan, Saelorn disagree with the rest of us. My personal take on this is simple. A creation of a fiction that I'm interested in partaking in needs to have players advocating for their PCs as hard as they can. If the rules or gaming ethos says "this yields degenerate play despite the fact that Discovery and Competition are both null in this moment of play", then there is something wrong with either (a) the system or (b) the content being introduced by the GM, or (c) both.
 

Sadras

Legend
When it comes to metagaming our table's primary concern is what knowledge is shared and I'm not referring to monsters but what has been revealed to a PC by another PC or NPC. If a player forgets something or makes a connection their character could not have, they are quickly reminded by the table and the fiction is appropriately amended.
 
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Sadras

Legend
I am still not really following. By "highs" do you mean pleasure and/or excitement?

Yes, I'm positing that given the pre-structure say in traditional gaming that beating the module-styled games might give players a greater sense of enjoyment that one which is loose, and/or unscripted with a shared-narrative. Essentially players (not characters) versus the module/puzzle.

To reiterate, my statement is not said to disparage a particular playstyle and just to add that not even I feel I run beating the module styled-games. I have only ever done it once with B9's The Great Escape, and as it turned, it was immensely satisfying and surprising as the PC's actually survived and beat the module per RAW.

EDIT: There is no data ofcourse for this just speculation on my part.

For instance, based on my experience posting in this thread and posting about my Traveller game, some GMs would take the view that it is unrealistic that a detained PC should be able to wrestle a gun from a guard at all. At a table where the GM made such a decision, I think the game would be less exciting than the session I GMed.

Funny enough, my example above The Great Escape, is similar in this regard with PC prisoners (with no equipment or weapons) attempting to break free of their bonds and escape a keep.
 
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Lanefan

Victoria Rules
[MENTION=42582]pemerton[/MENTION] addresses this above, but I just wish to emphasize the point: system; at least as much as genre tropes, social conventions, aesthetic preferences, etc.; necessarily restricts or unlocks how the players engage the fiction. Understanding what the system does allows a game to become fiction first, if that is the desired outcome; poor comprehension of system blocks allowing engagment of the fiction first, as players stumble their way through mechanics and play directives that work with or against their desired fictional outcomes.
Quite right. I suppose I'm sort of looking at it from the other direction, though: asking first what do I/we want from the fiction (as opposed to what we're getting) and only after answering that then asking what do I have to do to the system to make it work.

And to answer the first question one has to be able to somehow analyze the fiction, and this is where the aspects model comes in handy. Some players/GMs want to focus on one particular aspect (the names given to the extremes would, I suppose, be drama queens, combat wombats, and pixel-bitchers*) while others are happy with a mix of all three and still others don't care much at all as long as there's still beer in the fridge.

* I can't think of an 'extreme' name for a player whose primary focus is downtime, even though I play with one. :)

Knowing a) which aspects are of most interest to people - both at a specific table and in general - then informs me-as-DM as to the sort of things I should include or downplay, where I have any choice in the matter. I can then also step back and ask whether the system is helping, hindering, or neither. (the ideal for me is 'neither'; ideally I'd prefer the system be as unobtrusive and out-of-the-way as possible, and familiarity can provide this even if it's otherwise a bit on the rules-heavy side)
 

darkbard

Legend
Quite right. I suppose I'm sort of looking at it from the other direction, though: asking first what do I/we want from the fiction (as opposed to what we're getting) and only after answering that then asking what do I have to do to the system to make it work.

But this avoids the other part of my post, which you elided: your commitment to the single vision of a particular system (houseruled 1E D&D, right?) and resolute avoidance of other game systems with very different aspects, mechanics, principles, etc. ensures that you will find yourself asking "what do I have to do to make it work [in this system]" rather than finding a system that more closely aligns with the vision of fictional possibilities you have in mind from the get go, without tinkering. Further, it ensures that what you see will always be filtered through that narrow system's prism rather than being able to step beyond the light of that single, distorting lens and instead view gaming through a variety of different lenses!
 


pemerton

Legend
I'm positing that given the pre-structure say in traditional gaming that beating the module-styled games might give players a greater sense of enjoyment that one which is loose, and/or unscripted with a shared-narrative.
That's not my experience, subject - I guess - to the fact that I'm not entirely sure what you mean by "shared narrative" but am guessing that you mean to include games where the GM frames scenes that impose pressure in response to player-signalled themes/cues.

I'm not sure what the basis is for your conjecture. To explain by way of comparison: Some people like solving crosswords. Others like debating at seminars. The former is pre-structured. The latter is social, and has a responsisve and evolutionary dynamic. Both are intellectual and require good command of one's words. I don't see what reason there would be to think that solving crosswords, in general, should be more enjoyable.

If you're positing that trying to beat the moduole must, in general, be more demanding on players than playing a scene-framed game, then I flat-out disagree. I've never played a RPG that is more demanding on players than Burning Wheel.
 

Numidius

Adventurer
To explain by way of comparison: Some people like solving crosswords. Others like debating at seminars. The former is pre-structured. The latter is social, and has a responsisve and evolutionary dynamic. Both are intellectual and require good command of one's words. I don't see what reason there would be to think that solving crosswords, in general, should be more enjoyable.

The analogy I use for players new to it, is that of a dinner, eating meals already made served by the Gm in the living room, who hopes they will enjoy it and maybe get to dessert, as opposed to everyone bringing ingredients, recipes, spices, and the Gm will cook it on the spot, with all collaborating between the kitchen and the living room.
 
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