I'm all for player agency over their character, provided such agency is exercised in good faith. Bringing out-of-game issues into the game isn't good faith any more.But even then.....isn't it that I'm actually establishing that there's something not quite certain about my character's devotion to life?
I don't mind when the players or GM says "Wow, really? That seems unlike your cleric"; we can discuss it and maybe I'd even revise my choice. But ultimately, I'm the one that decides.
I'm surprised to hear you advocating for this.
Uh...no, I don't, really.But like I said.....the approach of letting them metagame actually "aligns with reality" better since it allows for all conceivable options. Where as the decision to restrict the character's actions is the one being made by outside of game factors.
Do you see what I mean here?
Because what they're doing is spoiling the play of others.Why would you want to get “nasty” with a friend over OOC conversation in a game?
Guess it's a good thing then that most of us are, if not drama queens, at least somewhere in the ranks of drama nobility.The so what is entirely about table enjoyment. If your players are having fun then fine, very cool. If it's one drama queen leading the charge then less so.
I'm not talking about OOC conversation as in "Did you see the Canucks game last night?"; that's bad enough but I'm used to it, and I'll usually just tell them to pipe down so I can hear those who are still playing the game.
I'm talking about where we're both players in a game, your character is off on a solo scouting mission where my PC has no idea what you're doing, yet every time you've a decision to make I'm butting in and suggesting (or worse, outright telling you) what to do and in so doing interrupting both your immersion and your thought process.
Before claiming that metagaming is the problem, how about starting with a more basic rule for the table: Don't use this game as a battleground to be jack-donkeys to each other?Yes, and when you can't cure the root problem all you're left with is to suppress the symptoms as best you can.
You don't have to try. Just tell them that they can't play until they sort it out themselves. They can take it outside but they can't bring it in here. But ruling that this is a "metagaming problem" is absolutely ridiculous. It completely misses the forests for the trees. It completely pretends that the people aren't the problem and that they aren't people. It comes across as a self-centered approach that only views the personal problems between the two individuals in terms of how it inconveniences the "fiction" of your game. I don't think that's the appropriate approach for the situation. If you can explain to me how this is actually more of a metagaming problem and not an interpersonal conflict between the two players then I'm all ears. But right now your example seems incredibly ill-picked. You are welcome to replace it with something that maybe would have served your purposes for this reply better, because metagaming is not the problem here.It's not my place to sort out any out-of-game problems between Bob and the Speaker. If they're both friends of mine outside the game, I could try; but even then in the end it's their headache to deal with as they see fit.
It is, however, my place to sort out what happens at the table I'm running; which means whatever's going on between them out-of-game is, as far as I can manage it, not going to be allowed to influence what happens in the fiction of my game.
Because making stuff happen is FUN. Talking is fun, getting into fights is fun, exploring new places is fun. If "being my character" gets in the way of that, then it takes a back seat to "push to make something fun happen", and simply justify it with something in character.I agree there's a difference between these but I disagree when you say one type is good.
If the plot comes to a standstill for a session because players spend that session in in-character conversation or discussion about something in the game-world (in the game I play in, these days the topic would probably be the place and uses of Necromancers and undead) then so what?
I don't thikn it's "ful immersion" at all. Look at this:You are practicing full immersion roleplaying, which is a type of roleplaying. Most other players practice other types of roleplaying.
Bayesian probability analysis. Estimate the likelihood that someone would have made a given decision on the basis of honest character interpretation, compared to the likelihood that they would make that decision on the basis of some other motive. If an observation is too improbable, then we can feel a degree of confidence in how it came about.
The likelihood of an adventurer walking into a dungeon and immediately proceeding to the treasure, without hesitation and without triggering any of the traps along the way, is too small to really consider. Call it one-in-a-thousand, if we're being generous.
The likelihood of a player having their character act in such a manner, if they've read the source material, is much greater. Call it one-in-ten.
Given the relative likelihood of the observed outcome, given those possible motivations, we should believe that it's one hundred times more likely that the player is cheating than that they are not.
And likewise, with a DM manipulating the background to contrive drama for the players. If there are a dozen evil cultists, then there would be a one-in-twelve chance that the character's brother is the one sent on the mission to where the PCs happen to show up, if the DM was acting impartially. If the DM was acting on a bias to create drama, then the likelihood of that outcome is much closer to eleven-in-twelve. Thus, given the observation that the brother does show up, we should believe that it's eleven times more likely that the DM is acting with bias than that they are not.
A player can engage the in-fiction situation as his/her character would regardless of how the earlier decision was made that the PC has a brother, or that the brother is a member of a cult.Meta-gaming is bad because it means you aren't doing that anymore. You aren't engaging in the world as your character would, if they were a real person, living in a real world. Once you start operating on story logic, then all you're left with is a story. It no long reflects that unique thing, which is only possible in an RPG.
Very good post and your definition of metagaming is similar to the one I use."Metagaming," as generally defined as using out of PC knowledge to direct PC actions (scare quotes because this is a specific definition inside the broader actual definition of metagaming), really can only exist in a situation that has a fixed fictional framing where parts of that framing are meant to be hidden from the players and discovered in play. The focus on the players here rather than the PCs is important, here. The reason for this is because if the players actually do not know these facts, then they cannot engage in "metagaming" because their reference frame is the same as their PCs. The issue occurs when the hidden structure breaks down and you have players than know the supposed hidden facts but these facts haven't been revealed to the PCs in the fiction, yet. Every argument I've seen on this relies on this set of hidden facts. The canonical example is the troll vs new players and then the troll vs experienced players. Against new players, the player knowledge aligns with the supposed PC knowledge in that neither have information on trolls, so the encounter is difficult and challenging. Against experienced players, the troll is trivialize if they use their knowledge to attack the troll's weaknesses, but this raises complaints of metagaming because it's not established that their PCs know this. Much argument has ensued.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.