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General Tabletop Discussion
*Dungeons & Dragons
player knowlege vs character knowlege (spoiler)
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<blockquote data-quote="iserith" data-source="post: 8061464" data-attributes="member: 97077"><p>There are two things the game gives us that shut down the impact of "metagaming" and therefore the incentive to do it.</p><p></p><p>1. <strong>It's easy to change lore or monster stats. </strong>Change it from time to time and tell the players you do this and the incentive to mitigate risk will kick in because acting on unreliable knowledge is risky. Most players inherently understand this and, if they don't for some reason, they will after some setbacks and character deaths.</p><p></p><p>2. <strong>"Progress combined with a setback" can happen on a failed check.</strong> If the result on a die (or rolling a die at all) relative to the result the DM narrates suggests something is amiss to the player, narrate the result instead as progress combined with a setback i.e. they succeed, but at a cost or with a complication.</p><p></p><p>That's it. It's all you really need to do.</p><p></p><p>The question then becomes why people concerned about "metagaming" won't do it. And that, in my view, comes down to identity. "If I stopped caring about this thing I've built up as a big deal with my group after all these years, even going so far as to call people who didn't care about 'metagaming' <em>cheaters</em>, how am I going to explain this is no longer the case?"</p></blockquote><p></p>
[QUOTE="iserith, post: 8061464, member: 97077"] There are two things the game gives us that shut down the impact of "metagaming" and therefore the incentive to do it. 1. [B]It's easy to change lore or monster stats. [/B]Change it from time to time and tell the players you do this and the incentive to mitigate risk will kick in because acting on unreliable knowledge is risky. Most players inherently understand this and, if they don't for some reason, they will after some setbacks and character deaths. 2. [B]"Progress combined with a setback" can happen on a failed check.[/B] If the result on a die (or rolling a die at all) relative to the result the DM narrates suggests something is amiss to the player, narrate the result instead as progress combined with a setback i.e. they succeed, but at a cost or with a complication. That's it. It's all you really need to do. The question then becomes why people concerned about "metagaming" won't do it. And that, in my view, comes down to identity. "If I stopped caring about this thing I've built up as a big deal with my group after all these years, even going so far as to call people who didn't care about 'metagaming' [I]cheaters[/I], how am I going to explain this is no longer the case?" [/QUOTE]
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