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<blockquote data-quote="Swarmkeeper" data-source="post: 8197460" data-attributes="member: 6921763"><p>So, how would you police that? Would you stop the flow of play to tell the player "your character wouldn't know that"?</p><p></p><p>To me, that punishment is worse than the crime. The DM is seizing control of the character, which is not the DM's job (charm-type spells being the rare exception).</p><p></p><p>IMO and IME, the only cure for metagaming is for the DM not to worry about metagaming. Provide interesting, engaging challenges for the players' PCs and encourage the players to engage with the game world through those PCs.</p><p></p><p>Now for a stretch to tie this back to the OP: if a player makes a metagame decision (having played this module before, the player knew the big treasure was hidden behind the secret door in this exact location and rushed to pull the lever!) without really engaging with the game world in good faith, it might prove deadly for their PC (oops, that's where the DM mixed things up and included an exploding glyph that could have been discovered with some basic examination). Assuming the DM set the expectation in Session 0 that players shouldn't rely solely on their own knowledge and should engage with the game world via their PCs, and that PC death is on the table, I'd say that PC stays dead. Ok, I said it was a stretch! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8197460, member: 6921763"] So, how would you police that? Would you stop the flow of play to tell the player "your character wouldn't know that"? To me, that punishment is worse than the crime. The DM is seizing control of the character, which is not the DM's job (charm-type spells being the rare exception). IMO and IME, the only cure for metagaming is for the DM not to worry about metagaming. Provide interesting, engaging challenges for the players' PCs and encourage the players to engage with the game world through those PCs. Now for a stretch to tie this back to the OP: if a player makes a metagame decision (having played this module before, the player knew the big treasure was hidden behind the secret door in this exact location and rushed to pull the lever!) without really engaging with the game world in good faith, it might prove deadly for their PC (oops, that's where the DM mixed things up and included an exploding glyph that could have been discovered with some basic examination). Assuming the DM set the expectation in Session 0 that players shouldn't rely solely on their own knowledge and should engage with the game world via their PCs, and that PC death is on the table, I'd say that PC stays dead. Ok, I said it was a stretch! :P [/QUOTE]
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