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Adventure Modules featuring Metagaming
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<blockquote data-quote="radferth" data-source="post: 4553273" data-attributes="member: 5791"><p>I think many of you have a much more expansive view of what consitutes metagaming than I do. All of the following is very YMMV:</p><p></p><p>1) Mere use of player knowledge is not necessarily metagaming. I like to play as medieval a game as possible, but trying to eliminate every single anachronistic idea just becomes pedantic. Plus, most players see their characters as their alter-egos, not just a dramatic role they are playing. Some folks above seem to imply that anything less that total role-playing is metagaming.</p><p></p><p>2) Real-world and real-language "anachronisms" are not metagaming. They may not be desirable, but taking the position Common Tongue = English, or just using English as shorthand for common, is not metagaming per se.</p><p></p><p>3) Combat, or any other abstracted subsystem, will have a bit of metagaming by nature. (4e combat has too much for my personal taste.) Metagaming in combat only raises the red flag if the players (or DM) do things that would be tactically stupid in the world the game simulates, but take advantage of rules loopholes, e.g. carrying a bag of rats to have something to hit to activate certain powers.</p><p></p><p>Metagaming is when the players use the knowledge that they are in a game to their advantage. When they push ahead when wounded because they think the DM won't kill them. When they look up the stats of their foe to decide on tactics. When they attack an NPC based on how the DM usually presents villains. A module would be metagamey if it required the players to use these tactics. I can't think of any off the top of my head that flat out require it, but many that encourage it. Much as I love Tomb of Horrors, it definitely requires you to think in terms of "What trap would Gygax put here" in order to survive.</p></blockquote><p></p>
[QUOTE="radferth, post: 4553273, member: 5791"] I think many of you have a much more expansive view of what consitutes metagaming than I do. All of the following is very YMMV: 1) Mere use of player knowledge is not necessarily metagaming. I like to play as medieval a game as possible, but trying to eliminate every single anachronistic idea just becomes pedantic. Plus, most players see their characters as their alter-egos, not just a dramatic role they are playing. Some folks above seem to imply that anything less that total role-playing is metagaming. 2) Real-world and real-language "anachronisms" are not metagaming. They may not be desirable, but taking the position Common Tongue = English, or just using English as shorthand for common, is not metagaming per se. 3) Combat, or any other abstracted subsystem, will have a bit of metagaming by nature. (4e combat has too much for my personal taste.) Metagaming in combat only raises the red flag if the players (or DM) do things that would be tactically stupid in the world the game simulates, but take advantage of rules loopholes, e.g. carrying a bag of rats to have something to hit to activate certain powers. Metagaming is when the players use the knowledge that they are in a game to their advantage. When they push ahead when wounded because they think the DM won't kill them. When they look up the stats of their foe to decide on tactics. When they attack an NPC based on how the DM usually presents villains. A module would be metagamey if it required the players to use these tactics. I can't think of any off the top of my head that flat out require it, but many that encourage it. Much as I love Tomb of Horrors, it definitely requires you to think in terms of "What trap would Gygax put here" in order to survive. [/QUOTE]
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