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That wouldn't happen and you know it. We've had this discussion before. Take your disingenuous BS elsewhere.
Giving orders now? The guy who claims to not be a control freak?
Anyway, it should be pretty obvious that this specific scenario was meant as a parody. And true parodies (as opposed to simple ridicule) are meant to illustrate a truth. Tthe 'truth' in this case, which is illustrated by Aaron's two examples, is that your policing of metagaming absolutely requires you to make subjective judgments about the inner thoughts of your players. You are responding to your perceptions of player motivation, instead of simply to the actions they declare for their characters. And sometimes you will be wrong.
But contemplate this: once information is known, the decision to not act on it as much an instance of the sort of metagaming you so despise as is the decision to act on it.
Got that? Inaction is as much 'metagaming' as action.
If I know there's a secret door, and thus I don't tell the DM I'm searching for secret doors, I am metagaming. Because if I didn't know anything I might have decided to search for secret doors in that spot. There's literally no way to avoid metagaming. I cannot truly be 'in character' because I have information my character doesn't.
Your solution at that point is to dictate what 'being in character' means. "Your character would do X." And you seem to be defining 'X' exclusively as "something that doesn't benefit your character." Which is fine, if that's what you like. But that's not better roleplaying, or morally superior, or anything else. That's just how you prefer to play.
But bear in mind that you are pruning from the decision tree any number of good contributions to the story, just because you consider them to be based on knowledge the character shouldn't have.
Here's another hypothetical scenario in which I'd love to know what you'd do: let's say one of your players has already run through an adventure, and you let him participate as long as he doesn't "metagame". The party gets to a point where there's a trap, but for whatever reasons nobody has moved to that spot. So the player who knows about the trap thinks the game would be more exciting if somebody triggered the trap and decides to "take one for the team": he describes a completely plausible reason why he would move to where the trap is, and he falls in. EDIT: Oh, and none of the other players know that he has run this adventure before. Only the DM knows.
Do you allow it?
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