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What do you consider Metagaming?
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vong
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PostPosted: Tue May 22, 2007 7:51 am    Post subject: Reply with quote

I have to agree with Ankhanu on the fact that the GM should be running and nudging the game in the right direction.

As for the meta-gaming - I do think it is part of the game, to a point. I always let my character co-ordinate, discuss and such activities while pausing an encounter, so they can have a better chance at succeeding. They are the heroes of the story, and they dont have all the knowledge that their characters have, so they do need some help in that regard. But if the party splits up, or one character has not told the rest of the part some information given to it, then i dont allow them to talk between the groups, or use that bit of information. (but they usually do end up using it)
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scott2978
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PostPosted: Tue May 22, 2007 7:05 pm    Post subject: Reply with quote

Ankhanu wrote:
It's the responsibility of the GM, as a director and story teller to guide the game in a direction benefiting the story.
(emphasis mine)

To this point I would like to comment that the GM should never become so fond of his story that he refuses to let the group take their own course. The game is not to be played for the benefit of the story, but for the benefit of the players! If the use of metagame knowledge takes the story off course, then a good GM will simply re-write the course, not bludgeon the group into his pre-defined path. Now I should also state at this point that in no way would I allow a PC to ruin the game by using metagame knowledge. But ruining the game, and ruining the GM's pre-planned story are NOT the same thing!






Ankhanu wrote:
...it is the GM's responsibility to nudge, sway and invisibly coerce the direction of events to align with the intended plot; though it may take some side routes and unexpected twists along the way. This may allow the use of mild metagaiming from time to time, but the GM should have the sense to veto attempts that don't make good sense or don't fit with the theme of the story.


In this opinion we are in agreement. It's good for the GM to have at least some idea of what can happen, a basic plot. But maintaining flexibility is the key here. Obviously I wouldn't allow disruptive use of metagaming either. My main point is that metagaming can actually add to the fun when used wisely.



Ankhanu wrote:
Being a good GM is a lot of work, but a good story is worth it for everyone involved in the end.


I find that the best stories are the ones that the players perceive as being the result of their own decisions and actions. This often precludes a precisely pre-defined path in many of my games that I GM. A good plot and thorough understanding of the motivations of the major NPCs, tempered with logic and the ever present wish to keep it fun, is what drives my most recent games. I'm far from a perfect GM though. In fact I'm probably far from a GOOD GM... but I've learned some valuable lessons over the years. The most important less is to stay open to new possibilities, both during adventure planning and during it's execution.

Nudging the group in the "right" direction can be really transparent to any decent, experienced role player. A story shouldn't be "nudged forward" by the denial of metagaming use.
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Endwyn
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PostPosted: Tue May 22, 2007 7:22 pm    Post subject: Reply with quote

I think what everyone is trying to say is that the GM must have a story arc and see that the players become aware of the revelations of that arc in a paced way. It's like writing a script for a TV series, there is an over-arc and a season arc. The GM has to understand the direction if the whole campaign and the purpose the current story plays in that. The players can and should still do as they want, react in character; and enjoy the story.

It's just that if the players don't pick up on these arc's it's the GM's responsibility to find another way to make them aware of it. If the players choose to ignore it or go in another direction then so be it.
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Gry Sarth
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PostPosted: Tue May 22, 2007 8:24 pm    Post subject: Reply with quote

Well, now we're discussing Gamemastering styles, and NOBODY is in a position to say what is the RIGHT way to gamemaster. There is no such thing. If in the end of the gaming session, everybody had fun, then you gamemastered correctly. Whether it was a fully scripted adventure that you had completely preconceived in your mind, and your players merely played their part in the story with the illusion of freewill, or whether you were merely a passive judge that let the players lead the story in whatever direction their characters desired, if everybody had fun, then you, my friend, are a great GM, and conduced your game flawlessly.

It's all about knowing what everybody will enjoy and giving them that. That might mean railroading for the sake of a great story for some groups, that might mean complete freedom for the sake of full immersion for other groups, or that might mean mixing things up from time to time, so the players never know quite where the boundaries lie.

Anyway, have fun, share your advices, but don't advocate your way as the "right" way.
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Ankhanu
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PostPosted: Tue May 22, 2007 9:29 pm    Post subject: Reply with quote

scott2978 wrote:
Ankhanu wrote:
It's the responsibility of the GM, as a director and story teller to guide the game in a direction benefiting the story.
(emphasis mine)

To this point I would like to comment that the GM should never become so fond of his story that he refuses to let the group take their own course. The game is not to be played for the benefit of the story, but for the benefit of the players! If the use of metagame knowledge takes the story off course, then a good GM will simply re-write the course, not bludgeon the group into his pre-defined path. Now I should also state at this point that in no way would I allow a PC to ruin the game by using metagame knowledge. But ruining the game, and ruining the GM's pre-planned story are NOT the same thing!

Ankhanu wrote:
Being a good GM is a lot of work, but a good story is worth it for everyone involved in the end.


I find that the best stories are the ones that the players perceive as being the result of their own decisions and actions. This often precludes a precisely pre-defined path in many of my games that I GM. A good plot and thorough understanding of the motivations of the major NPCs, tempered with logic and the ever present wish to keep it fun, is what drives my most recent games. I'm far from a perfect GM though. In fact I'm probably far from a GOOD GM... but I've learned some valuable lessons over the years. The most important less is to stay open to new possibilities, both during adventure planning and during it's execution.

Nudging the group in the "right" direction can be really transparent to any decent, experienced role player. A story shouldn't be "nudged forward" by the denial of metagaming use.


From what I'm reading of your replies, we essentially agree on almost all points... though you don't always seem to recognize it. Flexibility is key. Rigid adherence to a predefined path can absolutely kill the fun; characters should have freedom and a GM should be able to cope with the unexpected and unintended. (I think Endwyn pretty much summed up what we both seem to be saying)

But, as Gry said, this is steering more towards GM style than the original topic (though the original topic is still at the heart). To bring it back to the metagaming discussion... I believe that it's generally bad form to use blatant metagame tactics. As I've tried to say in my various posts on the subject is that while it should generally be avoided, it can be useful, but should only be used *if* it can be plausibly inserted into the game. Plausibility is really the key, both for GMs and PCs alike; otherwise things end up feeling tossed together and kinda cheap. Back to the GM thing, it is also the GM's responsibility to decide what degree of metagaming and what events to allow to keep things fun and rewarding for the players.

Degree of acceptable metagaming also depends on the types of players involved in the game, as well as the GM's intent. I find that players who are in it for the action (classic hack n slashers) are much more open to metagaming than are character players. This isnt to say that either type of player is inherently a superior gamer than the other, they're different approaches, and the players that play them tend to derive their fun from different sources (GMing a mixed group of these types of players can be really tough to balance).
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masque
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PostPosted: Wed May 23, 2007 2:15 am    Post subject: Reply with quote

scott2978 wrote:
The game is not to be played for the benefit of the story, but for the benefit of the players!

The players, AND the GM. If the GM isn't having any fun, pretty soon, no one will be. A happy balance between player freedom and plot development is what I find the most satisfactory for both parties.
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ifurin
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PostPosted: Wed May 23, 2007 8:09 am    Post subject: Reply with quote

i ran a campain where i had a player who put into his backstory that he was a bumbling fool, he always did the wrong thing at the wrong time. we ran this by the rest of the group and they thought it was funny so we allowed it. the player would meta-game inorder to know when to jump into a situation, in order to "help." it was a lot of fun for us and everyone enjoyed that game. most of the time, one guy didn't like his thought out plans screwed but everyone elso enjoyed it and much of the campain wrote itself.
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Gry Sarth
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PostPosted: Wed May 23, 2007 8:28 am    Post subject: Reply with quote

masque wrote:
scott2978 wrote:
The game is not to be played for the benefit of the story, but for the benefit of the players!

The players, AND the GM. If the GM isn't having any fun, pretty soon, no one will be. A happy balance between player freedom and plot development is what I find the most satisfactory for both parties.


Agreed. Besides, a well crafted story can be a lot of fun for the players, even if they are railroaded through it. My all-time best adventure (according to my players) was one where there was a big twist at the end. I had to gently lead my players towards that fateful twist but they didn't care about it, because the final tale was so exciting and memorable, they loved to be a part of it.
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scott2978
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PostPosted: Thu May 24, 2007 3:31 pm    Post subject: Reply with quote

I have had some great scripted campaigns too, the best one I ever ran in fact. I wasn't actually trying to steer the discussion into one of GM styles, I was trying to point out that metagaming can be used to make the game better, even blatant, totally implausible metagaming, something like what ifurin wrote. I got the idea from reading about some indie game systems, and the narratavist game style. There are a lot of ways metagaming can be put to constructive fun use, and weather it's plausible or not doesn't necessarrilly mean it's going to ruin the fun.

I guess I'm just bad at explaining complex ideas...

And yes Ankhanu, we do agree on virtually every point. I'm glad most everyone around here is agreeable even during disagreements. I've never seen a real flame war on these forums. Quite pleasant.
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Ankhanu
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PostPosted: Thu May 24, 2007 3:50 pm    Post subject: Reply with quote

scott2978 wrote:
I have had some great scripted campaigns too, the best one I ever ran in fact. I wasn't actually trying to steer the discussion into one of GM styles, I was trying to point out that metagaming can be used to make the game better, even blatant, totally implausible metagaming, something like what ifurin wrote. I got the idea from reading about some indie game systems, and the narratavist game style. There are a lot of ways metagaming can be put to constructive fun use, and weather it's plausible or not doesn't necessarrilly mean it's going to ruin the fun.

I guess I'm just bad at explaining complex ideas...


What's the narrativist game style?
And yeah, plausibility (or lack thereof) isn't absolutely necessary, but it's situational. I think that how much is permitted CAN be a slippery slope kind of thing. Occasional metagaming can be constructive and fun, but I think when t starts getting too blatant and frequent it can remove a certain element of challenge.

scott2978 wrote:
And yes Ankhanu, we do agree on virtually every point. I'm glad most everyone around here is agreeable even during disagreements. I've never seen a real flame war on these forums. Quite pleasant.


Yeah, I love that while everyone's kinda passionate about what they're talking about, it almost never gets personal... definitely one of the best forums I've ever encountered Smile
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Tupteq
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PostPosted: Thu May 24, 2007 4:32 pm    Post subject: Reply with quote

Ankhanu wrote:
What's the narrativist game style?


http://en.wikipedia.org/wiki/GNS_Theory#Narrativist
In short - it's a way of RPing that can be recognized by no use (or minimal use) of dice. Personally I don't really like this way, it may be good sometimes and in specific RPGames (like Call of Ctuhlu), but IMHO it doesn't fit to Star Wars.
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Ankhanu
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PostPosted: Thu May 24, 2007 5:40 pm    Post subject: Reply with quote

Ah, ok.
It can actually work fairly well with Star Wars... or at least Narrative Lite can ;P We've played some excellent sessions or strings of sessions where dice rolls were infrequent to absent, letting everything rest on the roleplaying. It can be very rewarding, though tough and eventually the dice do have to come back in.
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scott2978
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PostPosted: Thu May 24, 2007 6:33 pm    Post subject: Reply with quote

I like the idea of allowing the players to dictate some of the action. This is really where metagaming meets role playing. In some narrativist games, the players can dictate what happens in the game under certain circumstances, instead of rolling dice to get a randomized outcome. There is also a system called The Pool where you roll dice to see if your character succeeds in a conflict (it's important to make the distinction between a simple action and a conflict - swining a sword is an action, but the outcome of a battle is a conflict), and if so the player gets to take over the game and narrates what happens for a while. It's those types of games that first got me thinking about how metagaming might not be the taboo that we have always thought. So I started trying to get my gaming group to take more initiative and use metagame knowledge when it would benefit the game and make things fun. Anyway, that's sort of what I was trying to get at before, the GM's role in the metagaming, when people started thinking I was changing the subject over to GM styles. I guess I need to work on my communication skills :)
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Cool McCool
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PostPosted: Fri Jun 22, 2007 8:44 pm    Post subject: Reply with quote

Tupteq wrote:
http://en.wikipedia.org/wiki/GNS_Theory#Narrativist
In short - it's a way of RPing that can be recognized by no use (or minimal use) of dice. Personally I don't really like this way, it may be good sometimes and in specific RPGames (like Call of Ctuhlu), but IMHO it doesn't fit to Star Wars.


I think "narrativism" (it's a poor choice of words to describe it, but whatever) is based around the group getting excited over everyone's moral and ethical decisions in the game.

Dogs in the Vineyard, for example, uses a lot of dice and is generally considered to strongly support narrativist play. It's also a lot of fun to play Star Wars using the Dogs in the Vineyard rules!
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PostPosted: Mon Jan 28, 2013 6:02 pm    Post subject: Reply with quote

With a bunch of new folk we have garnered, i felt it was time to bring this question back up.
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