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D&D General Has the meaning of "roleplaying" changed since 1e?

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Oofta

Legend
Ok, but you keep repeatedly bringing up this same example.

1) How many times has it actually happened in your years of gaming?
2) Hasn't the response been, every single time, "yeah, that's obnoxious". What more do you want?

How about if I retract the tactical movement example, but put back on the table my example of the animal lover who attacks the other PCs because they fought back against aggressive axe-beaks. Because "that's what my character would do." And then I'll keep bringing it up over and over as an example of what happens when you let people roleplay.
I played with a guy who would not harm any juvenile animal or monster. In one case he refused to attack some young Wyverns. My PC disagreed, but it was his choice to run his PC that way.

At a certain point "I do X because that's what my PC would do" means I don't want to play with them, but that's a different issue.
 

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Bill Zebub

“It’s probably Matt Mercer’s fault.”
If a DM is running a mod (without modification) and the player consistently avoids specific traps, takes the optimal approach to every section, makes a beeline for the treasure every time, IMHO they're cheating. Sadly, I've seen people do this.

What I was calling out as a strawman was you saying that moving into a tactical position was somehow metagaming. Which, if the PC has no idea how to position and is only doing so because they are acting on what they can see on the battle mat I would agree. That was not what you said though.

Ok, fine.

Disengaging.
 

Maxperson

Morkus from Orkus
So, wait, in pretty much every post you use an extreme example of OOC knowledge (e.g. pulling out the books and correcting the DM) but my example is an invented strawman?
Yep. Absolutely. Nobody is arguing that level of control over what PCs know. They're talking about things like monster weaknesses, where the hidden treasure is in a module, etc. Things the PC either might not know or could not know. Basic tactics are neither. So yes, that little back and forth you wrote was a strawman since it fictionalized an argument we weren't making and responded to it.
 

We had an issue with the guy looking up monsters in the MM and reading it out loud. It was both a metagaming issue and a group issue that we dealt with.
I'd have a problem with it too - but not so much that they were reading from the Monster Manual as they were reading out loud and taking up everyone's time from any book that's not directly a rules description of the act they are currently taking. Even a rule description there bugs me because it takes time (which is why I really don't like burying the mechanics in the body of the text).

The metagaming is almost entirely irrelevant to why your example of metagaming is a massive group politeness issue.

It is also an example of opposing someone taking a metaphorical dump on the table - something everyone opposes and no one defends. No one is saying this is a good thing.
People do, sadly, read mods ahead and use that knowledge to avoid traps and maximize reward. I don't care what you label it or if it doesn't matter to you.
Reading an adventure module ahead is I agree an issue. Not one I've ever actually seen. And is not so much metagaming as outright cheating.

Meanwhile most accusations of metagaming in my experience come from entitled DMs. We've had two textbook examples of this in this thread by those who oppose metagaming:
  • The DMs who are so precious about their role as DM that they want other players actively banned from learning to DM or even reading the monster manual and DMG rather than having anyone else ever share the fun of DMing
  • The DMs who think that characters should be utterly ignorant of the world they live in such as not having any clue that trolls are vulnerable to fire.
These are examples of real life bad behaviour by DMs that are being defended in this very thread in the name of opposition to metagaming.
 
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Lyxen

Great Old One
Meanwhile most accusations of metagaming in my experience result in entitled DMs. We've had two textbook examples of this in this thread by those who oppose metagaming:
  • The DMs who are so precious about their role as DM that they want other players actively banned from learning to DM or even reading the monster manual and DMG rather than having anyone else ever share the fun of DMing
  • The DMs who think that characters should be utterly ignorant of the world they live in such as not having any clue that trolls are vulnerable to fire.
These are examples of real life bad behaviour by DMs that are being defended in this very thread in the name of opposition to metagaming.

I don't think that there was that much defense of their positions, to be honest, and I'm genuinely surprised by this sentence "most accusations of metagaming in my experience result in entitled DMs". Can you please elaborate ?
 

I don't think that there was that much defense of their positions, to be honest, and I'm genuinely surprised by this sentence "most accusations of metagaming in my experience result in entitled DMs". Can you please elaborate ?
I think I half edited that sentence and didn't proofread. I meant to say they come from entitled DMs and have edited to correct myself.
 

The-Magic-Sword

Small Ball Archmage
So, as I've mentioned before, I fall heavily into that OC/Neo-Trad background from the six cultures of play post, down to the canonical origin story mentioned about play by post forum roleplaying. My understanding of roleplaying has actually broken down in a different way recently, at one time I would have been gung ho about the idea of acting as your character 'would' independently of good decision making with the outcomes of those 'bad decisions' being the trigger to have drama between characters and be faced with exciting scenes, but I've started feeling like that actually damages the game, at least DND, and a lot of other games too. See, the rules of the game and the kinds of content that make up an adventure of any kind revolve around problem solving, and the interplay of choice and consequence-- you can fail forward, but only to an extent, and often you feel like you have a goal, and failure is a setback to achieving that goal, in other words failure still triggers a fail-state even while we're discussing how failures can make the story just as interesting.

It is about 'winning' in the sense that the incentives of the game create a framework where its very natural to set goals ("Slay the Princess to save the Dragon" or "Destroy the Macguffin") and then pit your ability to manage your resources, come up with clever solutions, explore diligently, build characters, against the obstacles that stand in your way. There's a fun kind of immersion that happens when the player lets themselves get into that headspace of exploring the game world and problem solving, that sort of starts breaking down when you demand that there ought to be a tension between that and 'what my character would do' suddenly part of the group is taking the challenges seriously as challenges, while other members of the party aren't in favor of TV show style plot twists, and even if everyone feels the same, the mechanics of the game seem to sort of get in the way as the GM has to 'handle' the logical consequences of those actions in a way to keep the story moving.

I think we take for granted too much that what makes for an interesting film/tv show or whatever is what makes for an interesting game, but in my eyes participation and chance of failure can make things that aren't that interesting in mediums that are just telling you a story much more interesting to actually play out. You don't need characters to introduce drama in the same way because the characters confronting the world around them is plenty of fodder for emotional growth, they don't need to act in ways that run counter to the goals of the adventure.

I was thinking about modern discourses about why traditional RPGs focus so much on the minutiae of simulating a game world, and especially combat mechanics, while re-watching Revenge of the Sith, and about other stuff I usually watch and comparing it-- the fight scenes involve a lot of spectacle, and there's some subtlety about what's tactically occurring if you really pay attention, but the primary thing you're getting out of the scene is the flashy spectacle and the question of how it ultimately resolves.

Meanwhile I think about the shonen anime I watch, and whether its a showy magic fight or realistic baseball, the emphasis is on blowing up the moment and getting the viewer invested in the problem solving inherent in the metagame of whatever the characters are engaged in-- like the logistics of hitting the pitches of a highly technical pitcher, or how to unravel a certain seemingly invincible technique. These anime have deep emotional frameworks and character relationships as well, but they aren't at all in conflict with the character making their best attempt to succeed (or at least, that isn't as big a part of it, the character might have to confront their ego to do what's necessary, or learn about why they actually failed to take responsibility and change it.) Its as much about the journey of every blow and by blow leading up to the resolution, as it is about the resolution, the minutia is constantly presenting interesting questions in the form of problems to be solved, and the dramatic tension is about whether the character, doing their best, can solve it, and then the character stuff is layered on top, rather than having the character's own flaws introducing new problems in the middle of the action.

I think that 'anime' model is much more fitting for games like Dungeons and Dragons and Pathfinder, where everyone does their best and then tells the story accordingly, along with disagreements over goal setting, and emotive reactions to story beats as character discussions and development, rather than moving away from the problem-solving nature of the game by moving character-acting into the problem solving space (don't take this as an overstatement, how characters prefer to solve problems still plays into it, but their build probably reflects that anyway-- so if they want to solve things with a hammer, its probably in tandem with the idea that they mostly have hammers, and that their hammers are good at solving problems... and then when the hammers don't happen to pay off, even when that was a good faith attempt by the player, maybe they can deal with the fallout from that and grow.)
 

Aldarc

Legend
It seems while the definition of roleplaying might not have changed much since 1e, the definition - and, sadly, the level of acceptance - of metagaming sure has.
IMHO, acceptance comes with analyzing and understanding the fundamental issues around metagaming.

Some players just want to win. They don't care about anything else. Any edge, any advantage, any thing is fair game. I don't get why you'd want to play an RPG like that, like a wargame or boardgame, but they do. And they'll argue about it until they're blue in the face.

The DMG and MM are not player resources. Don't read them. Any knowledge you have of the game should be compartmentalized. Play your character, not your 40 years of gaming knowledge. If you insist on playing this RPG like it's a boardgame or a wargame, go find another table.
IME, especially in discussions here, is that the people who have the biggest problems with the idea of metagaming as cheating* are those that do approach this game as play-to-win rather than those that approach this game as play-for-fun.

* I think that there is a movement away from equating "metagaming" with "cheating," where the former is acceptable but the latter is not.
 

Lyxen

Great Old One
I think we take for granted too much that what makes for an interesting film/tv show or whatever is what makes for an interesting game, but in my eyes participation and chance of failure can make things that aren't that interesting in mediums that are just telling you a story much more interesting to actually play out. You don't need characters to introduce drama in the same way because the characters confronting the world around them is plenty of fodder for emotional growth, they don't need to act in ways that run counter to the goals of the adventure.

This is a complex post, and (if I understand it correctly), there are a number of things that I agree with:
  • Although it's similar to a book or movie of the genre (and there are already many genres covered by D&D, so it's even more complicated), everything that makes a show interesting does not translate straight into D&D.
  • What is fun in a show in terms of being counter to the goal in particular is more delicate in D&D because, contrary to a show, there are real people playing the characters, and they might not agree that failure is the best way forward for their own story.
So while I still think that failure can be good for the story and he drama in a D&D game, it must be taken with a grain of salt and taking into consideration the feeling of all the other players. It might be great for your character development to fail a goal, but if it's really bad for other characters around the table, the feelings of the players must be considered as well.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
IME, especially in discussions here, is that the people who have the biggest problems with the idea of metagaming as cheating* are those that do approach this game as play-to-win rather than those that approach this game as play-for-fun.

I hadn’t thought of that but I think you are right: it takes a mindset of winning and losing to analyze other players’ actions that way.

There’s a parallel to the observation that it requires metagaming to accuse other people of metagaming: if you are in the mindset of your character then all you know is your companion saved the day by burning the trolls. You have to be thinking as a player to worry about what their motivation was for choosing that action, or to claim that it “spoils your immersion”.

Irony abounds.
 

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