And all examples of metagaming as the player is a jerk in real life and is forcing that upon the game.
Again, I don't accept this definition as phrased because it makes all sorts of things "metagaming" when they trivially obviously aren't.
What I said was players must metagame, that is do or not do action in the game world based on reality.
Personally I think you're getting massively hung up on calling this "metagaming" as though that were in any way useful. It isn't. The fault is that the player is being a jerk. Calling it "metagaming" adds nothing except a distracting discussion about what "metagaming" means.
Joe makes an elf character. Bob hates Joe, so he makes an orc character that hates elves.
Whether this is metagaming is irrelevant. Bob should not be in a group with Joe. Bob acting on his hate is a jerk thing to do. Whether or not it is metagaming does not matter; the fact that it is jerk behavior is more than enough.
This will depend a lot on the game rules, but most games like D&D the character would have no idea why the spell failed. And even if the game had such rules, this is where the DM house rules that away before the game.
If the spell fails and everything you know says it
shouldn't fail, that's a dead giveaway.
If the GM is secretly injecting house-rules, they're engaging in jerk behavior and should be censured for it. House-rules that modify the existing rules should never be secret. If they merely add more stuff, without changing what already exists, then it isn't mandatory that they be known....but most of the time they should still be known.
Your making huge jumps here. Again, how and why does the character and player know the reason the spell failed.
It's not a huge jump. The fact that the spell failed
at all is a HUGE red flag.
Well, not physically writing. But you are using the writings as a base.
This is what Casual means? "relaxed and unconcerned" "Relaxed, easy-going, and informal in manner. Not overly concerned or serious. nonchalant or indifferent."
Not one portion of that reflects what you described. "Relaxed" does not mean being callously indifferent. It does not mean being antagonistic to
knowing the rules. That's a HUGE leap completely unjustified by the word "casual". I'm not the only person saying this either. Your use of the word
does not match how people usually use the word.
When I hear a "casual" GM, I think it's going to be:
- This GM won't get mad about small rules errors. They'll let an issue slide and just make sure we don't make the same mistake in the future.
- When something doesn't go according to plan, they'll laugh it off, or see it as a learning experience
- Cracking jokes and being silly is okay in this group, because the GM isn't overly-serious
- The GM might make a mistake from time to time, but they won't get upset if you tell them about it
Your so-called "Casual" GM is actively malicious, hates the very idea of rules, and is actively capricious and rude. As another poster already said, your description makes them sound like they're hostile to the very
idea of being GM. That's NOT what "casual" means!
Both players and DMs talking or not taking game actions based on The Real World is very common.
Okay, so we disagree. They are all Metagaming .
Metagaming is any action taken or not taken in the game purely for Real World or OOG reasons. Making clues easy for the characters to find is pure Metagaming as it done to help the players, keep the game at a normal pace and make the game flow.
Your use of the word "metagaming" is so loose, it describes at least three quarters of all actions taken as a result of play. When the
vast majority of gaming is metagaming, don't you think your standard has become so loose as to be meaningless?
Well, metagaming does depend a lot on your game play style. As a deep immersion deep role playing(the acting kind) type of DM roughly 95% of my game multiverse is all "in game" and everything happens or does not happen for pure in game reasons. Only the small 5% do I leave open for metagaming so that things can happen or not happen during the game.
How can that be so? If you design a monster, you're metagaming. If you write a plot, you're metagaming. If you make a decision for an NPC, you're metagaming.
By your standard, every time you decide to do something as GM, you're metagaming.
I'm honest.
And the number of jerks in the general population is quite high.
Actually, the number of jerks in the general population is quite
low, and statistical evidence backs me up on this. Despite the fact that our population is steadily increasing,
even with the COVID bump driving crime up, average violent crime per capita has gone down every decade for over a century. Deaths due to violence of any kind have gone down over the past century relative to the previous,
even when you count BOTH WORLD WARS.
The fact is, the world isn't nearly as full of jerks as you think it is.
Odd. I can only guess you have only met a small number of DMs?
No. I've played with quite a few. None have been even remotely like what you've described.
The typical Casual DM has very little going on for them in life. And they are desperate to get out of their house, apartment or basement. As they are not the best of people...they have few friends. And yet somehow they stumbled in to the RPG crowd. And they found a perfect spot: the DM. As the vast majority of gamers want to be players, they are more then happy to have a Cool Forever DM.
Gonna be honest here Bloodtide, this doesn't sound at all representative. Like...this sounds like you're talking about a small group of very specific people that you know in real life. It's not a common archetype.
Okay, check. I've done threads about this in the past. My game is "unrated" or "beyond R", and you agree to this to play in my game.
Well, amazingly the RPG Jerk thinks set things, uses set 'buzz words' and has set feelings. This makes them easy to spot.
This description is so loose it could apply to literally all human beings who have ever played TTRPGs. Particularly because your "buzz words" can easily mean just...ordinary English being used in a way you don't agree with.
Plus they can't really hide what they are.....simple Anti-Jerk house rules keep them away. The "unrated/beyond R" type game works wonders here: It is amazing how many players will walk away from even the suggestion of such a game....you can be sure to catch many of the jerk players too.
You're going to drive away
far, FAR more non-jerk players than jerk players with this. Jerk players will usually love this sort of thing. It means they're being told right from the outset that they can do violent, sexual, or harmful things to others, because that's part of the tone.
I think you are contributing to the very thing you think you're fighting against.
Simple house rules like "no asking questions during the game", gets jerk players running away. As does things like "you must role play(the acting kind) in my game", sends many of the jerk players running away fast.
The first of these two is also going to drive away far more non-jerk players than jerk ones, as it communicates to players that your concern is
control, that all you care about is controlling what they do, not enjoying a good experience with the group. The second is equivocal. I've heard plenty of stories about jerk GMs who use that standard to screw over their players completely unnecessarily, basically just to delight in screwing them over.