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Out-of-character/metagame knowledge
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<blockquote data-quote="DrunkonDuty" data-source="post: 8569578" data-attributes="member: 54364"><p>Metagame knowledge is of course unavoidable. Unless one applies Snarf's methodology.*</p><p></p><p>Absent a hammer, we need to find a level of metagaming that works for us. This will vary from table to table and game to game. I think [USER=6816042]@Arilyn[/USER] has hit the nail on the head (still with the hammers. I think my Freudian slip is showing.)</p><p></p><p>Write hooks that work for the characters. Or, conversely, write characters that will work with the adventure's premise.</p><p></p><p>This can be hard if you're playing a campaign without a central plot and the only thing stringing it together is the same characters. If you are, you're going to have to work to make to make it all come together.</p><p></p><p>That being said metagame knowledge can be lots of fun. It's a great way to build tension.</p><p></p><p>You can use cut scenes to let the players know what the bad guy is up to.</p><p></p><p>One time I gave two PCs different clues as to the villain's plot. The thing is the clues were both secrets of the PCs' respective families. Good role players that my boys were, their characters did not immediately seek one another out and swap info. The whole table got to enjoy knowing what the plot was, and seeing how it would unfold, but didn't have any immediate way for their characters to interfere. Much drama was had.</p><p></p><p>Players can do it themselves. When the investigator sneaks down the stairs to see what is making the strange, dare I say squamous, noise in the basement the player is very deliberately invoking metagame knowledge for an effect.</p><p></p><p>So yeah, metagame knowledge. It's a thing. Like anything in a creative art (yep, I just called RPGs a creative art) you can do it well or not.</p><p></p><p></p><p>*I'm not saying I'm against it.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8569578, member: 54364"] Metagame knowledge is of course unavoidable. Unless one applies Snarf's methodology.* Absent a hammer, we need to find a level of metagaming that works for us. This will vary from table to table and game to game. I think [USER=6816042]@Arilyn[/USER] has hit the nail on the head (still with the hammers. I think my Freudian slip is showing.) Write hooks that work for the characters. Or, conversely, write characters that will work with the adventure's premise. This can be hard if you're playing a campaign without a central plot and the only thing stringing it together is the same characters. If you are, you're going to have to work to make to make it all come together. That being said metagame knowledge can be lots of fun. It's a great way to build tension. You can use cut scenes to let the players know what the bad guy is up to. One time I gave two PCs different clues as to the villain's plot. The thing is the clues were both secrets of the PCs' respective families. Good role players that my boys were, their characters did not immediately seek one another out and swap info. The whole table got to enjoy knowing what the plot was, and seeing how it would unfold, but didn't have any immediate way for their characters to interfere. Much drama was had. Players can do it themselves. When the investigator sneaks down the stairs to see what is making the strange, dare I say squamous, noise in the basement the player is very deliberately invoking metagame knowledge for an effect. So yeah, metagame knowledge. It's a thing. Like anything in a creative art (yep, I just called RPGs a creative art) you can do it well or not. *I'm not saying I'm against it. [/QUOTE]
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