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<blockquote data-quote="bloodtide" data-source="post: 9733543" data-attributes="member: 6684958"><p>And all examples of <strong>metagaming </strong>as the player is a jerk in real life and is forcing that upon the game.</p><p></p><p>Right, not railroading.</p><p></p><p>What I said was players must <strong>metagame, </strong>that is do or not do action in the game world based on reality. </p><p></p><p>Joe makes an elf character. Bob hates Joe, so he makes an orc character that hates elves. On round one of the game Bob has his orc attack Joes elf because it is "reasonable and warranted." This is <strong>metagaming </strong>Bob's orc is ONLY attacking Joe's elf because he hates Joe. In a good game this would not be allowed, the DM in their role as Adult Disciplinarian, would tell Bob flat out "No. Your both players in the game. You have to play the game together as a group no matter your real feelings." Or just boot Bob from the group. </p><p></p><p></p><p></p><p>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. </p><p></p><p>Your making huge jumps here. Again, how and why does the character and player know the reason the spell failed. </p><p></p><p>Well, not physically writing. But you are using the writings as a base. </p><p></p><p>This is what Casual means? "relaxed and unconcerned" "Relaxed, easy-going, and informal in manner. Not overly concerned or serious. nonchalant or indifferent." </p><p></p><p></p><p>Both players and DMs talking or not taking game actions based on The Real World is very common. </p><p></p><p>Okay, so we disagree. They are all <strong>Metagaming </strong>. </p><p></p><p><strong>Metagaming </strong>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 <strong>Metagaming </strong>as it done to help the players, keep the game at a normal pace and make the game flow.</p><p></p><p>Well, <strong>metagaming </strong>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 <strong>metagaming </strong>so that things can happen or not happen during the game. </p><p></p><p>I'm honest. </p><p></p><p>And the number of jerks in the general population is quite high. </p><p></p><p></p><p></p><p>Odd. I can only guess you have only met a small number of DMs? </p><p></p><p>The typical <strong>Casual DM </strong>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p>Well, amazingly the RPG Jerk thinks set things, uses set 'buzz words' and has set feelings. This makes them easy to spot. 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. 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.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9733543, member: 6684958"] And all examples of [B]metagaming [/B]as the player is a jerk in real life and is forcing that upon the game. Right, not railroading. What I said was players must [B]metagame, [/B]that is do or not do action in the game world based on reality. Joe makes an elf character. Bob hates Joe, so he makes an orc character that hates elves. On round one of the game Bob has his orc attack Joes elf because it is "reasonable and warranted." This is [B]metagaming [/B]Bob's orc is ONLY attacking Joe's elf because he hates Joe. In a good game this would not be allowed, the DM in their role as Adult Disciplinarian, would tell Bob flat out "No. Your both players in the game. You have to play the game together as a group no matter your real feelings." Or just boot Bob from the group. 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. Your making huge jumps here. Again, how and why does the character and player know the reason the spell failed. 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." 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 [B]Metagaming [/B]. [B]Metagaming [/B]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 [B]Metagaming [/B]as it done to help the players, keep the game at a normal pace and make the game flow. Well, [B]metagaming [/B]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 [B]metagaming [/B]so that things can happen or not happen during the game. I'm honest. And the number of jerks in the general population is quite high. Odd. I can only guess you have only met a small number of DMs? The typical [B]Casual DM [/B]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. 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. 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. 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. [/QUOTE]
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