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Definition of Metagaming
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<blockquote data-quote="fusangite" data-source="post: 3035854" data-attributes="member: 7240"><p>I would extend this to include this to include drawing inferences or making deductions based on information the character would have. </p><p></p><p>And I have to say that although ThirdWizard has cleared up a bunch of misperceptions I had about the social dynamics of his group, this clarification has only made the group's views more mysterious to me. It seems like these people have come to a consensus that there is something transgressive about people, as players, getting hints from their team mates about how to play better. This is illustrated particularly well inI'm still a little baffled that either of these things would be problematic. But the Cure Light Wounds thing seems especially peculiar. All the player is doing is reminding her team mate of the physical laws of the world, something the character would clearly know, given how much time they spend being governed by these laws.I've had players in the group I GMed who continued to feel that things like this constituted metagaming but I have never been able to get much of a sense from them of what they find wrong with it beyond a question of feel. Nevertheless, I'll offer a couple of ideas:</p><p>(a) The players I have who have been most upset about this have tended to be people who enjoyed immersive gaming. I do think that for people who like immersive play, this sort of thing is damaging to their suspension of disbelief whereas it doesn't damage mind. But I don't think Third Wizard is part of that group.</p><p>(b) It seems like people who have significant metagaming concerns often think about the rules differently than I do. To me, the rules are like an incomplete physics textbook describing the physical laws of the game world. As such, I find it much harder to imagine that a character would forget about physical laws with which he lives every day. But I do know that a lot of GMs conceptualize the rules differently -- they see the rules as an almanac of <em>exceptions</em> to the physical laws of the game world, laws they conceptualize as essentially identical to our own.Interestingly, and a little surprising to me (no offense), neither does Third Wizard. That was a big misconception that he cleared up.Very curious. It hadn't occurred to me that this might be a factor in whether people are concerned about players giving one another advice but now that you mention it, I wonder how prevalent this concern is amongst those who are "metagaming."</p></blockquote><p></p>
[QUOTE="fusangite, post: 3035854, member: 7240"] I would extend this to include this to include drawing inferences or making deductions based on information the character would have. And I have to say that although ThirdWizard has cleared up a bunch of misperceptions I had about the social dynamics of his group, this clarification has only made the group's views more mysterious to me. It seems like these people have come to a consensus that there is something transgressive about people, as players, getting hints from their team mates about how to play better. This is illustrated particularly well inI'm still a little baffled that either of these things would be problematic. But the Cure Light Wounds thing seems especially peculiar. All the player is doing is reminding her team mate of the physical laws of the world, something the character would clearly know, given how much time they spend being governed by these laws.I've had players in the group I GMed who continued to feel that things like this constituted metagaming but I have never been able to get much of a sense from them of what they find wrong with it beyond a question of feel. Nevertheless, I'll offer a couple of ideas: (a) The players I have who have been most upset about this have tended to be people who enjoyed immersive gaming. I do think that for people who like immersive play, this sort of thing is damaging to their suspension of disbelief whereas it doesn't damage mind. But I don't think Third Wizard is part of that group. (b) It seems like people who have significant metagaming concerns often think about the rules differently than I do. To me, the rules are like an incomplete physics textbook describing the physical laws of the game world. As such, I find it much harder to imagine that a character would forget about physical laws with which he lives every day. But I do know that a lot of GMs conceptualize the rules differently -- they see the rules as an almanac of [i]exceptions[/i] to the physical laws of the game world, laws they conceptualize as essentially identical to our own.Interestingly, and a little surprising to me (no offense), neither does Third Wizard. That was a big misconception that he cleared up.Very curious. It hadn't occurred to me that this might be a factor in whether people are concerned about players giving one another advice but now that you mention it, I wonder how prevalent this concern is amongst those who are "metagaming." [/QUOTE]
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