RPGs: Metagaming

There’s a strong negative sentiment in the TTRPG space around “metagaming.” It’s almost like a dirty word – a curse so potent that players will go to incredible lengths to avoid even the potential for an accusation of such a sin.

And I think this is mistaken; at least to the degree to which it exists. In general, it’s great for the players to be invested in your game, to plan out combo moves between their characters, or share the information they gained when separated. The adventures in these games occur over the space of months and years, it’s impossible to roleplay every moment of that time, and it’s okay for things to be discussed off screen.

Yet, there are other instances were metagaming can spoil the experience of the game. So, today, we’re talking about acceptable and unacceptable metagaming, and some instances where peeling back the curtain can even further enhance the game.


Negative Metagaming

Obviously, the most egregious instances of metagaming are why the stigma exists at all. Choosing to read ahead in a published adventure to discover optimal solutions, researching a monster’s stat block to understand its strengths and weaknesses, or even going so far as to read the GM’s notes when they are out of the room are all ways to quickly spoil the game for everyone present.

Additionally, there’s acting on information your character wouldn’t yet know. If your party is split, and two characters learn information revealing that an NPC that is journeying with the party intends to betray them. A character in the other half of the split party might have no reason at all to suspect such an occurrence, even though the player does. I’m lucky enough to have players at my table that will revel in that level of dramatic irony, but leaning on this scenario too often can harm the player’s ability to trust that the GM doesn’t simply mean to screw them over.

Another harmful way to metagame is to override or interrupt another player’s turn in combat to present an optimal turn without request. It’s not bad to be helpful when asked, but everyone should have the chance to make their own decisions. Hell, a suboptimal turn in combat is often intentional for the character.


Acceptable Metagaming

Ultimately, I think a lot of acceptable metagaming boils down to the things that we quietly understand about the game’s mechanics and other knowledge inherent to the experience. Knowing your damage averages, knowing how your ally’s staple spells work, understanding DC tiers – these are common mechanics that being aware of doesn’t break the immersion of the game. As an adventurer, you’d know about how hard you can hit with your weapon, you’d know how your comrades fight in battle, and you’d know about how hard something might be at a glance.

There’s also the implications I discussed in my Presentation and Assumption post. How an enemy appears can give your characters immediate implications about how they might fight, and understanding the expression of that mechanically I feel is in effect metagaming, but a strength of the readability of the game.


Acknowledging the Game

Now, every table is different in this regard; some players will desire to be as immersed as possible, and acknowledging the rules of the game for a moment could damage their experience. However, in some cases, taking a few minutes out to expressly clarify difficult mechanics can help prevent the players from needing to clarify them further and maintain immersion better in the long run.

As an example, giving the dimensions of an area-of-effect spell or aura outright when playing without a battle map. Theater-of-the-mind combat can get messy and confusing fast, and it’s not doing anyone any favors to be coy about the size of these effects.

For my table specifically, I’ve given them exact AC, HP, and saving throw values in many battles. I’ll let them know how much health a creature has, so they understand the gamble they’re making if they choose to attack rather than defend themselves. I usually hold on to giving the specific number when the circumstances are dire, but otherwise I give them clues liberally to describe an opponent’s state; when a monster is down to half of its hit point maximum, I’ll narrate how it is visibly weakening; when the players land a blow that leaves an enemy with less hit points remaining than the damage they just suffered, I say, “They cannot take another hit like that.”

Descriptive combat narration is the best way to lead into these reveals. A creature with a high wisdom saving throw might appear utterly unfazed by a spell targeting that value, while a low-score enemy who just gets lucky on his resistance roll might reel for a moment before overcoming the effect with a miraculous force-of-will.

When I first started playing D&D, the rule-of-thumb was to always keep enemy statistics secret, but I think that’s more valuable to newer GMs who are still learning how to build encounters than a veteran like myself. I’m confident in my knowledge (especially of 5e D&D) that I don’t need that ability to adjust my encounters on-the-fly. The last times I ran games in person, I didn’t even use a screen, rolling every dice in the open. As we’re currently playing online, I’ve replaced that inclination by borrowing from Dimension 20’s flair for the Box of Doom by rolling momentous rolls in our VTT Talespire.

So, there’s a dissection on the nuance of metagaming in RPGs. As always, thank you for reading. Good luck out there heroes.

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