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[–] 110 points 1 year ago (21 children)

I feel like sometimes people refuse to "meta game" in a way that is also metagaming, except targeting bad outcomes instead of good.

Like your characters live in a world with trolls. They're not a secret. Choosing to intentionally avoid fire because "that's metagaming" is also metagaming. You're using your out of character knowledge (fire is effective) and then avoiding it.

Usually cleared up with a "hey dm, what are common knowledge and myths about this stuff? or whatever.

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  • [–] 29 points 1 year ago (2 children)

    Yes. It's so annoying. A lot of good roleplaying is imagining a way your character would have/know something. Obviously you can take it too far, but it's an important skills for keeping the game moving. Like, say one character is obviously falling for some sort of trap by a doppelganger. OOC you either know or are suspicious, but IC you don't. You want to go with them so they aren't alone. But you can't just say that. Say something like, "I'll tag along, I'm getting stir crazy and could go for a walk." It's technically metagaming but it's a very different situation than doing something like telling that character not to go because the other person is suspicious when you genuinely have no reason to think they are.

    Another good example of metagaming that so many people view as okay that they don't even view it as metagaming is telling your party OOC how many hit points you have remaining the healer choosing who to heal and with what spells based on the information. Your character doesn't know that number. A lot of times all you really know IC is if someone has less than half of their hit points remaining and a vague idea that barbarians can take more hits than wizards.

    Obviously there are scenarios where this doesn't hold but I find in general that metagaming which benefits everyone, doesn't completely ruin encounters, and is done with an excuse that your character would actually reasonably do is typically okay.

    Another example. I remember in one game we were trying to open a creaky rusty door quietly. Someone asked if anyone had oil. We all checked our inventory and nobody did. He explained that my character in heavy armor would likely have some because regular maintenance of it would require that. Which seemed fine. The DM agreed. So my character hands his character some oil.

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  • [–] 1 point 1 year ago

    I'll tag along

    I quite like this when characters are in relatively safe spaces, cities and the like, especially in sci fi settings with little or no magic, so they leave their laser proof armour and serious guns behind and have only a pistol and effectively 1 hit point against serious weapons.

    Makes the trap triggering exciting. Hope your mind state backup is recent in case of a couple of bad rolls

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  • [–] 21 points 1 year ago (17 children)

    Eh, I know nothing about how to handle most dangerous animals, even ones that live in my area; I'd imagine that even in a world with trolls, regular people wouldn't know anything about them.

    If your character is a seasoned adventurer or monster enthusiast, sure, light it up, but if your backstory places you as the village baker for most of your life, running in with alchemist's fire at the ready seems a bit strange.

    Ultimately I'd consider it to be on the GM's shoulders - if the only way your group is going to survive the troll encounter is with fire, then put an NPC in the local tavern who warms newcomers of a troll in the area, recommending that they have a lit torch at the ready.

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  • [–] 15 points 1 year ago (2 children)

    Counterpoint, fire was historically used to drive away predators and is commonly depicted in movies as well. A random townsfolk may not know all the particulars, but put fire between the bad thing and yourself is a reasonable strategy for most monsters. It becomes a metagaming problem if it's only done against monsters that don't resist fire.

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  • [–] 7 points 1 year ago (1 child)

    Oh, sure, you could absolutely make a case for your character accidentally stumbling on the right answer simply because fire is a good weapon, and a good roleplayer could use that to their advantage to metagame a bit more acceptably, but there's a difference between that and just automatically grabbing fire stuff because you the player know it's good against trolls.

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  • [–] 7 points 1 year ago*

    Yeah, this is the way.

    We just fought a Troll in a Pathfinder session I was in. I'm playing an Athamaru (fish person) new to dry land, so I don't have a ton of knowledge about stuff like fire. But the Druid hitting it with a fire spell, and the GM describing the way the Troll reacts is enough to naturally gain that knowledge on the spot. There are all kinds of reasons a character might not know even common monster weaknesses.

    I think doing this kind of metagaming is important, because it gives opportunities for specific characters to stand out. If you have a party member with monster knowledge, it's cooler for them to yell a warning, than it is for everyone to just act like they already know

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  • [–] 7 points 1 year ago (4 children)

    You have other people to manage wildlife, often times, and are probably not likely to encounter said animals. If you are then you know to carry bear spray, for example.

    Now imagine you’re in a world where bandits on the road are threat you actually have to consider. Trolls might live down the road and your town sends out memos saying “if you see these signs, run, and if you absolutely must then fire is the only thing that will be effective.” It’s perfectly plausible, you just need to be the littlest bit creative/steal stuff like wildlife advisories from the real world.

    You don’t even need an NPC. My first character was a sorceror who didn’t know what he could cast but his will, muscle-memory, and being in certain situations brought it out of him. Any “puzzle fight” should have enough room for players/characters to realize there’s a problem and the discover the solution. You can’t plan ahead, maybe, but there’s no reason you can’t have one roleplay turn and then “get lucky” choosing a fire spell next to see what happens.

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  • [–] 1 point 1 year ago (3 children)

    Trolls only come out at night. As a city dweller who doesn't go out at night you may only know children's stories about how if you go out at night you may be eaten by a troll. If your monster lore roll is good enough, maybe you heard the story where the guard killed the troll with burning pitch when the child escaped back though the gate and the troll got too close to the city wall

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  • [–] 1 point 1 year ago (2 children)

    Buddy we’re playing adventurers who are by their nature main characters. We can’t Dues-ex everything but we can know things. Also who’s to say we’re city dwellers? Both my last characters lived well outside city limits. And when you live in a world with actual trolls you don’t think their children’s stories would have key information like that? How many of our own children’s stories include warnings? How many myths and legends? Hell the bible likely said to not eat pig because it made people sick and everyone thought it was some will of god shit so they stayed away.

    If I made a player roll for it, say their character really probably wouldn’t know, then I’d make that shit a DC 5. Like, “everyone else knows it but you missed that lesson, sorry.”

    Making characters stupid for “realism” based in a misunderstanding of how either world works is just boring for nothing.

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  • [–] 1 point 1 year ago (1 child)

    A lot of systems include character backgrounds. I'd definitely use your background to work out whether you might know stuff. In d&d I'd definitely look at how many ranks you have/whether you have proficiency in relevant skills

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  • [–] 1 point 1 year ago

    They do include them, but I only use backgrounds as ways to pad out the mechanics and that choice is heavily influenced by the background I’ve already created. My current character is using the custom option because none of the backgrounds really fit.

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  • [–] 5 points 1 year ago

    Eh, I know nothing about how to handle most dangerous animals, even ones that live in my area; I'd imagine that even in a world with trolls, regular people wouldn't know anything about them.

    Debatable. You definitely know a Tigers greatest weakness, and a bears greatest weakness even if you don't know how to use them. >!Bullets!<

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  • [–] 4 points 1 year ago

    Id say that we don't know those things now because we live in modern technological times where you don't have to know those things to survive. If this was the middle ages and you were an adventuring type who could hold their own out in the wilds, you would almost definitely know all of those things.

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  • [–] 2 points 1 year ago (6 children)

    Most people know about sucking venom from a snakebite, even if they're not clear on details. They also know you probably don't want to wave a red cape in front of a bull.

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  • [–] 3 points 1 year ago* (last edited 1 year ago)

    sucking venom

    That will kill you if you're bitten by an Australian snake. For Australian snakes you need a compressive bandage long enough to bandage the entire limb that got bitten, and you need to bandage it tight, starting close to the trunk and working towards the foot (or hand if you were stupid enough to put your hand near a snake), then all the way back up. Two layers of bandage. Then the casualty needs to relax as well as they can while their companion goes to the nearest phone signal and calls for emergency transport.

    If you want to avoid all that hassle, make sure you see the snake so you can stop 3 or so metres away and it will move away - it doesn't want to mess with you, you're big and scary. It'll only bite you if you corner it or step on it, or get too close for it to feel like it can safely escape

    But that advice might get you killed in India, their snakes might attack you if you stop near them, perhaps you should run away. I'm not sure though, I don't live near those snakes

    And while I do know is about land snakes in the southern Australian states. I don't know much about sea snakes up north, nor the tropical snakes, aside from the bandaging which is snakebite first aid all over Australia

    Ed. Correcting swipe type errors

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  • [–] 1 point 1 year ago (1 child)

    Those are both great examples of why a character might try to throw anti-troll paste (tar) at trolls.

    spoilerA red cape doesn't mean anything different than a black cape to a bull, and sucking venom from a snakebite isn't a thing outside of movies. It won't hurt, but it won't do much good either. One myth that will cause damage is putting ice on a pit viper bite though, so remember to avoid doing that.

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  • [–] 1 point 1 year ago

    Huh, TIL on the snakebite thing. I was pulling that from an old boy scout manual, just remember something about cutting the wound site first.

    The red of the cape setting off a bull is a myth, sure; but you still don't want to wave any capes around in front of a pissed off bull! I'll stand by how I phrased that claim :p

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  • [–] 1 point 1 year ago (2 children)

    Funny that you use those examples, since they're both wrong. If anything, we should be running at the trolls with stinky socks because someone wanted to sound smart at a bar once and made up a factoid that spread like wildfire among the common folk.

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  • [–] 1 point 1 year ago (1 child)

    The red is done for dramatic effect in rodeos; it's movement they react to. Especially if they're feeling agitated, as in a rodeo.

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  • [–] 24 points 1 year ago (3 children)

    Metagaming kills the game!

    I took some very silly decisions because that’s how I thought the character would behave. Only once did I regret it: I made too shy a character and that made for a boring trip. Usually, it was a lot of fun. Honorable mention: being flown away by an angry dragon that I knew would be defeated soon without my character’s intervention, but my character obviously didn’t care. So they went >splat<. Worthy death at the end of a campaign!

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  • [–] 5 points 1 year ago (2 children)

    Tip for shy/annoying/cowardly/etc. characters is to make it a thing they overcome. My current character is just a lil’ guy who basically got possessed so he’s constantly scared shitless but he’s trying his best and I’m always on the lookout for opportunities to get him out of his shell or even just to feel like he has to say something whether he likes it or not.

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  • [–] 21 points 1 year ago (2 children)

    Person on the left is calculating every move and winning battles so the other one can be a careless goober (also they're dating)

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  • [–] 15 points 1 year ago (10 children)

    obligatory pathfinder fixes that

    pf2e has an action called recall knowledge that lets you roll to see if your character knows something about something. in this case, player could ask if trolls have any weaknesses, and roll a recall knowledge check using society (trolls are humanoid) and they might be able to learn about the trolls' fire weakness

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  • [–] 12 points 1 year ago (6 children)

    Plenty of systems have something for that, often with a variety of options.

    A bookish Exalted character might roll Intelligence + Lore to remember having learned about the weakness to fire before. Or maybe Intelligence + Occult if the weakness is supernatural in nature. A combat-oriented character might roll Wits + War to deduce that fire is needed based on the knowledge of old battle reports involving trolls. Maybe even something involving Survival if they're familiar with a region trolls can appear in.

    A game with a flexible skill system has a lot of room for such things.

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  • [–] 8 points 1 year ago (2 children)

    Plenty of systems have something for that, often with a variety of options.

    I believe 5e has a similar rule, but it seems rare for players to have actually read the rules. I don't think D&D is especially detailed about this, but I don't know where the book is to check. I don't think they give DCs, where I wouldn't be surprised if Pathfinder 2e had a simple "target number is 8 + the creature's HD" formula with guidance on what to do for the range of possible outcomes.

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  • [–] 1 point 1 year ago

    yeah in pf2 it's a level based DC, and if it's an uncommon, rare, or unique creature that will increase the DC

    also the skill to use for recall knowledge depends on the creature's trait:
    humanoid > society;
    animal > nature;
    dragon > arcana;
    abberation > occultism;
    etc

    though the GM can rule that you can use something else if they choose.

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  • [–] 2 points 1 year ago (2 children)

    oh so DnD does have that, but nobody knows about it. sick

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  • [–] 9 points 1 year ago (2 children)

    Without looking it up, I'm fairly certain that Arcana, Nature, and maybe even Survival checks can all be employed to fill this "character knowledge" confirmation, and have always been used for this and more. 🤦🏼‍♂️

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  • [–] 15 points 1 year ago (2 children)

    If your playing a dumb character, then rolling through troll canyon without doing research first is exactly what that character would do...

    Respect for the RPing...

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  • [–] [S] 7 points 1 year ago* (last edited 1 year ago) (1 child)

    EXACTLY.

    People in this thread keep saying that they should be expected to keep the information that they as a player have because it's obvious. No one is really giving an argument other than the fact that it hurts my fun. No one else who is making that argument is thinking about how the fact that that hurts other players fun because it makes it all about them.

    You are hitting the nail on the head. You are able to have your cake and eat it too if you combine the roleplay with learning the information. You know you're going to a place called Troll Canyon? Go do the research. Suddenly you now do know that they are weak to fire. No one can argue that fact, and everyone can prepare. Moreover, you're also going to be in an area where you could probably get some extra fire stuff to help take care of them. It's also the type of cleverness that a DM will actually reward instead of just going. Oh yeah, of course you would know the thing for no reason.

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  • [–] 3 points 1 year ago

    That absolutely makes sense.

    I don't do tabletop, but when I start a new game and am playing it the first time, I don't go around reading guides. This gives me the fun that people say they don't get from games nowadays.

    e.g. Playing DOS2:DE, it was from reading something in-game that I realised that Trolls were regenerative and weak to fire. Then I proceeded to splotch poison on them and then fire up the poison puddle.
    And of course, I hadn't played a game with trolls before and didn't know about their special characteristics. But even if I had played such a thing, I would go into another game with a fresh mind, because just having the same name doesn't make the the same entity in 2 different worlds.

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  • [–] 15 points 1 year ago (9 children)

    if your headed to a place called troll canyon you should probably do some research on what trolls are weak to beforehand

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  • [–] 9 points 1 year ago (1 child)

    Yeah people complaining about "fire on trolls" as metagaming is a huge bugbear of mine because it's so ubiquitous across RPGs that it's virtually part of the definition of what a fantasy troll is. Imagine actually living in a world where they exist, becoming a professional mercenary, and still not knowing you need fire.

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  • [–] 3 points 1 year ago

    As GM I'd accept that argument from a person with a smart enough player, but not from one whose intelligence attracts penalties and not from one whose background is from an island or at sea or a city rat

    In some settings I might have monsters like trolls only in some parts of the world, so you're out of luck if you're not from those places unless you read a lot (and if my group is prone to metagaming, change the monster's weakness)

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  • [–] 5 points 1 year ago* (1 child)

    I feel like trolls are common enough that even a farmer would know they don't like fire or acid. And yet, some DMs will make you roll a dungeoneering or other knowledge check to see if your adventurer knows.

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  • [–] 2 points 1 year ago

    Trolls are only common if they're made common, though. Like, they're common in the Forgotten Realms, or Golarion, or whatever, but commonality is out the window in a homebrew setting.

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  • [–] 9 points 1 year ago

    This fundamentally depends on the people and dm you are playing with. The group I play with has decided that common enemies your players would know how to deal with weaknesses etc. Just like a person from Australia knows which spiders are poisonous or not.

    Uncommon enemies you know you have to pry for weaknesses. We also play shadow dark so character longevity depends on the experience gained from previous encounters and PC deaths.

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  • [–] 6 points 1 year ago

    I get around this by having the memory of a goldfish for metagaming knowledge.

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  • [–] 13 points 1 year ago

    Best of both worlds: Always role play a tactician or veteran if you have a lot of game knowledge and you want to use it.

    Play an idiot when you are playing a game set in a world or using a system you are completely unfamiliar with.

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  • [–] 6 points 1 year ago (2 children)

    That's why I always play half elves. I mean, they're like 60 to 80 years old. They have seen some shit. They have learned some shit. They've been in human society that entire time, even if they're only physically in their early 20s.

    Reasonably, I have enough local background knowledge to address myriad situations.

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  • [–] 3 points 1 year ago

    slightly neurotic diviner who almost always knows what's optimal, and struggles between doing the obviously ideal thing or rejecting that and knowingly doing something suboptimal so they aren't just a puppet to the magic

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  • [–] 5 points 1 year ago (4 children)

    My low wiz eldrich knight that keeps touching blatantly cursed shit and just rolling with it.

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  • [–] 7 points 1 year ago (1 child)

    My tiny tortle sorcerer is obsessed with putting gems in his mouth. The DM knows this. The party knows this. It makes for some very funny conflicts

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  • [–] 1 point 1 year ago*

    please tell me they experience different flavours from gems, like they're candy, but the other party members keep trying to taste gems and it's always just flavourless crystal.

    and every now and then your sorcerer meets someone who shares their baffling ability to use gems as infinite gobstoppers, and they start enthusiastically chatting about what materials and cuts are best, as everyone else just looks on in confusion and exasperation

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  • [–] 1 point 1 year ago (1 child)

    I like the idea of some kind of fighter who fights with a variety of cursed weapons.

    Not the only negative, "this blade is everdull and gives you bone-itis" type of curse. The "you can cut through anything but you need to bleed before you can sheath it" type curse.

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  • [–] 4 points 1 year ago (2 children)

    Trolls turn to stone so they’d logically be fireproof.

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  • [–] 1 point 1 year ago (1 child)

    they turn to stone when exposed to sunlight so wouldn't it be logical to think fire might turn them into stone?

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  • [–] 8 points 1 year ago* (last edited 1 year ago) (6 children)

    I'll take a meta gamer over someone with "my guy" syndrome any day. At least they'll progress the plot.

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  • [–] 5 points 1 year ago (4 children)
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  • [–] 11 points 1 year ago (2 children)

    Ah, okay then. Hadn't seen it in that phrasing before. Pretty stupid as an idea though. The issue is not that someone wants to follow diagetic character motivations, or even that someone else wants to play with a focus on successful combat encounters regardless of diagetic knowledge. It's that they both ended up at the same table. The DM fucked up by not setting expectations regarding the kind of table they were running. It is our duty as organizers of play to prevent these kinds of people from playing different games at the same table.

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  • [–] 5 points 1 year ago (1 child)

    It's not just the GM's responsibility. All the players at the table should be having those discussions throughout play

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  • [–] 1 point 1 year ago

    I think it has to be everyone deciding after a session or two whether they want to play with that group. No one thinks the way they play is different. No one is going to warn players that the role playing game is expected to have some role playing in it.

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  • [–] 2 points 1 year ago

    There's more than the two alternatives of playing "Myself, a person who games a lot and knows things a veteran gamer would know, but with D&D powers" and "The personification of chaotic stupidity that is my alter-ego, an insufferable piece of shit, but with D&D powers".

    The "My Guy" syndrome is the inexperienced person's experimentation of Improving in RPGs. The meta-gamer is the experienced-but-tactless person's desire to play the game straight up as a board game, rather than a social experience.

    There's a third - even more experienced - kind of player, who can seamlessly integrate the rules they're very familiar with into the story of their character that they're trying to tell. The player who says "I'm going to play a kleptomaniac Rogue" and proceeds to steal the belt off a rampaging Ogre to trip him with his own pants as a combat maneuver. Or the player who says "I'm going to play a Stubbornly Self-Righteous Knight" and is as rigid in his morals as he is tankie in his ability hold the line when the party needs it most.

    These players lean into their conflicts for a comedic interlude, then squad up to form a deadly duo when its time to crack heads. And that makes the game both more fun for everyone at the table (especially the DM) than someone mired in the technicalities of a feat description or obsessed with being the center of attention.

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