But again, why does your character think it's an unwise thing to pull the chain?
Because in an unknown environment in which things and situations have proven dangerous, it's wise to consider the possibility that a new thing and a new situation might prove dangerous?
Are you kidding me? In a world in which magic exists (and can be disguised), and traps exist that are all but undetectable, you're seriously arguing that it's
not "unwise" to pull the chain?
It may very well be fun, but it's ridiculous to claim it's not unwise. And when I play a roleplaying game, I can have fun playing a character who recognizes that it's unwise and roleplays that recognition.
Roleplaying is fun, right?
I inferred from your statement an implied decision to have your character advise the party against pulling the chain. If this is so, then who made the decision to have the character offer this advice, if it wasn't you the player?
You understand that we're talking about a roleplaying game, right? Implicitly, to play the game, I (the player) play the role (of my character)?
Look, there's nobody here (that I can tell) trying to argue that playing the game in this way is bad; rather, mostly that it's where a lot of the fun comes from. This is where the metagame and the game come together, and it's okay that they do.
It's also okay that they don't. It's okay to roleplay a character who recognizes the danger involved in the unknown. It's okay to play the
game, in other words, without recourse to
metagaming.
What I don't get -- and (for those who missed it the first time), I'm asking this of people who otherwise think metagaming isn't a good thing -- is why it's good to metagame "Hey, let's pull the chain, the DM should have something fun for us," and not metagame "Hey, I know the fighter was replaced by a doppleganger, and it'll be fun if my character kills him and claims to have known all along"?