JamesonCourage
Adventurer
My reaction to this is similar to Pentius's. And I expect a lot of metagaming from my players - I exepcted them to deliberately build and play their PCs in ways that will push the story forward, for example. And - within somewhat intangible limits - I design and present scenarios and encounters expecting the players to recognise, pick up on and play with genre tropes.JamesonCourage said:Iif your other GM finds metagaming to be cheating (which I can certainly see why he would, depending on the game and the style), him punishing it by cheating better makes sense to me.
There are lots of different ways for a group to approach an RPG, so each new group has to come to some sort of mutual understanding. The GM trying to enforce that through ingame penalties strikes me as a clumsy approach (and the advice in Gygax's AD&D to do it this way strikes me as some of the weaker advice in that book).
First, I'm not sure why you added a spelling mistake to my quote, but it's all good

Secondly, I'm also not sure why you seem at odds with me, as you didn't clarify. I specifically said that it depends on the group, which I assume you can reasonably agree that group dynamics will differ, as evidenced in your later post:
Which is why I think that there are lots of different ways that particular groups can approach the game.
As for your later quotes, you seem to be disagreeing with a point I never made (at least, by saying you agree with Pentius, it feels like there's an implication of disagreement with me, considering the context of the earlier quote of yours [although I could be mistaken]):
I said, "Sometimes, saying, "you can cheat, but if you do, I'll cheat better" is more effective", which is blatantly letting the players out of game that you consider it cheating. Now, I haven't discussed how I deal with metagaming at my group. I've simply said how one rule on "cheating" (as I think we both admit varies from group to group) can be implemented more effectively, depending on the group. It does not preclude out of game communication, it specifically includes it. To some groups, I hold to the opinion of "if they want to cheat to 'win' at the game, then it's often best to cheat to make them 'lose' at the game." From my experience, some players respond positively to simply asking them to stop, while some disregard it. The same goes for the rule I mentioned above. People are like children (GMs included) in that they're unique in how you should approach them.This is why I agree with Pentius that these differences in expectation and approach are better off being discussed out-of-game then handled via ingame penalties.
You can't discern the line easily, but it's been talked about at length in those very threads, and there are obviously people who agree that there is a line. Just because you cannot personally see the logic behind it, I find it odd it dismiss a line of thought that happens to be shared by many people who do see the logic. Not understanding the logic makes sense to me; questioning the logic makes sense to me; dismissing the logic in this conversation because you don't understand it does not make sense to me.This particular issue was discussed at some length on a couple of recent threads - In defence of the theory of dissociated mechanics, and Uhealable injuries.
I personally find it hard to discern the line here. A PC is meant to be prepared to face a firebreathing dragon, even if not desparate but just greedy, although the only reason the player knows this is viable is because of the hit point and saving throw mechanics - but the same PC is meant not to be prepared to jump off a cliff. I'm not sure I see the difference. In both situations I'd expect the player to be able to say something in character if pressed, even if it was no better than "Hey - I'm feeling lucky today!"
That's not to say that you're aggressively dismissing it (as others on this board often do), but your response totaled something along the lines of, "I don't see where to draw the line." Other groups do.
As always, play what you like
