Ipse dixitWith this attitude, you are never going to understand what you are examining.
Ipse dixitWith this attitude, you are never going to understand what you are examining.
You forgot to mention the more telling question: has (or should have) the Troll heard how to defeat the PC?
Ipse dixit
Man, these are your words, not mine.If you have total contempt for the style of play you are examining and sneer at the people who make and play mainstream stuff, I am sorry but I do think that skews your ability to understand. If you can’t put yourself in other peoples shoes but instead assume their reasons for liking these things just have something to do with idiocy, how can you really see what they find of value?
I think we're having a fundamental failure to communicate, here. Settlers and Squad Leader both have metagames. Granted, Settlers' meta is a bit light, but IIRC there are a few ways to use SL's rules to achieve unintended outcomes that allowed for a higher win rate. That's meta -- treating the game as something to be gamed rather than played.
Again, playing the game cannot be metagaming.
I'll say it again, actually playing a game cannot be metagaming. Definitionally. Metagaming is gaming the game, ie, thinking outside of the rules of the game to find ways to twist/use/employ those rules in ways not intended to achieve a goal. MtG meta is about the current deck zeitgeist -- what decks are being played and how is not part of the game rules or actually playing the game, but building to take advantage or counter that meta is very much a big part of competitive play. This is acceptable and preferred for competitive MtG play.
In the scope of RPGs, planning out your party as you're making characters to ensure that you cover all of the basics is metagaming -- you're considering the game as a game and making choices to ensure the best outcome from most to all game situations possible. This isn't part of actually playing the game, though, so it's metagaming. Similarly, using your real-world knowledge of chemistry to try to force an outcome in game is metagaming, because real world chemistry is not part of the game.
Conversely, using your player knowledge of trolls being weak to fire is technically not metagaming because that is part of the game and knowledge of rules isn't usually considered a form of metagaming in most cases. However, there's a large set of playstyles that considers using knowledge of "secret" GM notes to be metagaming (and, in some cases it clearly is definitionally), but then what counts as "secret" GM notes varies widely. In some cases it's monster stats, although this is obviously not universally understood to be metagaming in RPGs as demonstrated by this very thread (and many others). Sadly, NOT using "secret" knowledge is also metagaming, as you're making choices for play using that knowledge by avoiding those choices that said knowledge implicates. It's a catch-22, really, but those that are worried about it seem to prefer the version of metagaming that preserves the danger of "secret" GM knowledge best. It's funny how it's almost always the danger that gets this treatment, though.
Sigh, Fate Points are not meta. They are a game mechanic. They are dissociated, often, but not meta.
Utterly central. The very first scene in Frodo's room at the Prancing Pony is enough to drive this home. Frodo can SEE it, the nobility of the line of Elendil, and Aragorn reinforces it, he swears on the shards of Narsil that he will help Frodo, and nobody doubts that he means it for one second. Not even Sam; albeit he starts as a skeptic!I think this is an extremely shallow reading of LotR. Aragorn's status as the rightful king is fundamental to his character from the moment he enters the story.
Assuming you use the standard D&D rules for starting money, aren't they exactly an example of this?
No it isn't. You are once again building a straw man here. That isn't meta gaming at all. I don't think Maxperson has been advocating against people discussing the game during play (or rulings the GM makes). He is talking about players using out of character knowledge to inform their actions in play. A ban on that kind of meta gaming is in no way contradictory with what the text advises.
Here is the wikipedia definition:
Metagaming is a term used in role-playing games, which describes a player's use of real-life knowledge concerning the state of the game to determine their character's actions, when said character has no relevant knowledge or awareness under the circumstances. This can refer to plot information in the game such as secrets or events occurring away from the character, as well as facets of the game's mechanics such as abstract statistics or the precise limits of abilities. Metagaming is an example of "breaking character", as the character is making decisions based on information they couldn't know and thus would not make in reality.
+1 for giving a thoughtful response.
In war games, we call the players that game the rules, rules lawyers, vs metagaming. Could you call it metagaming? Sure, and that puts you right back into my point is that there are acceptable and unacceptable levels of metagaming in RPG's. Pretty much the same with war and board games where there are acceptable and unacceptable levels of rules lawyering. The fact that you are mentioning as a catch 22, which it is, I agree; it is a lie agreed upon. No metagaming except what is considered acceptable. Fate points are a good example of the whole argument, vs other games, because that's the target definition moving for each game. It's like the party composition, because that could be thought of as playing the game also, yet it is still metagaming, it's something you need to do to make the game function.
Fair enough. It was you in that game and I have to take your words as final.
I am left with the suspicion that your Gm had everything planned in advance, and the events went accordingly. Which is fine, btw.
I value drama (hard choices) also from the Gm perspective, so having all planned detracts from my enjoyment when I run. And I consider drama best served as emergent in play: be it from a strong premise, or from unexpected dice rolls, rather than from a Gm's planning.
First time I read "armchair quarterback"![]()

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