
January 5, 2009
Metagaming – everything that happens outside of the game – is going to happen. There is nothing you can do as a player or DM to stop it. Whether it is simply the players discussing what roles they want their characters to play in the upcoming campaign (in order to build a well-rounded party), or running out and buying every pre-made module in order to know the DM’s next move – metagaming will happen.
So what do you do about it?
There are a lot of options, and a lot of opinions. Some say embrace it. Most say fight it and put a stop to it.
My recommendation is to direct it, as comfortably as possible in a direction that fits your interests and tastes. What I am talking about here is being as open and honest with your gaming group about what you feel is an appropriate level and type of metagaming.
If, at the table you prefer that everything be said in character, then let people know. Perhaps propose that a session or a portion of a session is run according to your style. By opening the discussion you are enabling the other players to bring out their opinion and increasing the likelihood that they will support your opinion.
If you fight it – especially in a confrontational manner I can pretty much guarantee that you will get nowhere. Most likely you will frustrate and alienate other players. At best you will get them to abide by your rules just long enough for them to find another game.
Welcome to Dungeons and Dragons Corner.
You can find Character Sheets Here.
You can enjoy more of my work by subscribing to my RSS feed. Thanks for visiting!
Feel free to make a Paypal Donation to support Dungeons and Dragons Corner!
Did you like this post? Want More? Then subscribe to my RSS feed!

December 17, 2008
As a DM I’m generally opposed to metagaming – that is all of the game stuff that goes on outside of the game. As a player the same generally holds true. However there is one specific instance when I think it is not only okay, but can be very valuable.
When metagaming prevents the game from coming to a complete and total standstill.
When a designer sits down and builds a dungeon they generally have a concept in their head of how the dungeon is going to play out. For less experienced designers, such as new DM’s, this can lead to some very severe problems such as unsolvable puzzles or overwhelming (or underwhelming) monsters.
In particular this can lead to the problem of where the dungeon itself causes the game to come to a halt. The party lacks a critical resource to solve some aspect or the dungeon.
In these cases metagaming – i.e. using clues about the designer of the dungeon to figure out the dungeon can be helpful – not only because it generally will lead to loot and experience but because it can take a gaming session from frustrating and boring to interesting and exciting.
One example from my own play experience would be a rather long and uninteresting maze-like dungeon with roughly 2 encounters in it. Rather than slog our way through it, continuing a session that was going from boring to more boring, my compadres and I decided that the DM in all likelihood based on her personal tastes had very little in the way of serious campaign related material hidden in the dungeon. We therefore decided to stop searching every little nook and cranny and just looked for the way out which it turns out wasn’t that hard to find. A short time later we were back down the path of interactive fun.
It took some metagaming and us stepping outside of what we as players and what our characters would normally do, but if we hadn’t we would literally have spent hours doing activities that no one at the table would have enjoyed.
Did you like this post? Want More? Then subscribe to my RSS feed!