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View Full Version : Define the Term: Meta-gaming



Magmarock
Sep 1st, '04, 11:30 AM
I know what Meta-gaming means, but I'm having a hard time pulling it into a few brief sentences.

A Player has asked me what the term meta-gaming means, so help me out, ok? What's your definition?

Cheers,

Mags

Agent X
Sep 1st, '04, 11:54 AM
I know what Meta-gaming means, but I'm having a hard time pulling it into a few brief sentences.

A Player has asked me what the term meta-gaming means, so help me out, ok? What's your definition?

Cheers,

Mags Making your character's decisions based on out of character information or based on how to exploit the games' rules rather than what would be the likely decision the character would take based on what the character would know and would be reasonable given the character's experiences, personality, and perception of the issue.

Magmarock
Sep 1st, '04, 11:59 AM
Thank you. That is perfect. :)

keithcurtis
Sep 1st, '04, 12:09 PM
Excellent, Agent X.

Keith "Ain't nowhere near as succinct" Curtis

Wildcat
Sep 1st, '04, 12:59 PM
Making your character's decisions based on out of character information or based on how to exploit the games' rules rather than what would be the likely decision the character would take based on what the character would know and would be reasonable given the character's experiences, personality, and perception of the issue.


Well Said X... I think all I could add is: That it could also describe makign a Character whoes background, experiences, and personality are all geared to do the same (take advantage of the game's rules)

WC

Agent X
Sep 2nd, '04, 06:48 PM
Thanks guys. It was one of those moments, you know, where you just felt like you nailed it and... I'm glad I wasn't hallucinating when I was patting myself on the back. :sneaky:

arcady
Sep 2nd, '04, 07:16 PM
A good 'trick' to reform oneself off an urge to meta game is to seek enjoyment not in the success of your character or the PCs as a whole, but in the entertainment value of the story.

One of the best ways to shock yourself through that the first time is to make a character who is built to fail comicly. Make a character who can never get it right, but at least manages to stay 'in the game' while making a complete mess of things. As long as everybody else in the group is laughing away at your character fumbling around they won't mind - and you'll quickly cure yourself of the urge to metagame and be able to move on 'normal' characters.

Although I have to say... I still prefer characters who make a mess of things or are utterly clueless about something critical.

keithcurtis
Sep 2nd, '04, 08:53 PM
Great excersize. I have played a character like this in many genres. Surprisingly, it's quite liberating. It removes the "contest" feel. If you know ahead of time you're not going to be the shining star, the pressure is off, so to speak. You can concentrate on other aspects.

I made a bard like this. Terrible combat skills, but "blessed by the fairies" with buckets of luck. Luck Rolls and careful role-playing kept him alive. The funny thing was, the players decided that since he had all these courtly skills and languages, he should be their herald. This meant he was often put in the position of negotiator and envoy which made for a lot of spotlight time.

Keith "Bumbling Hero" Curtis

Magmarock
Sep 2nd, '04, 09:39 PM
Ah, yes. The "Xander" character (for all those familiar with the Buffy-verse). That's the one character that doesn't really do anything helpful, other than "Rah Rah" for the other characters to boost morale and, maybe, be the comedic relief for the game.

I'd be willing to play such a character, if only I felt witty enough to roleplay it right. ;) I'm one of those late-retort people. I usually think of a good reply anywhere from 10 minutes to 10 days after the fact, when it does me the least good unfortunately.


Mags

arcady
Sep 2nd, '04, 10:22 PM
I first pulled this trick with a 'super girl clone' who had a 'sailor moon' attitude.

Only she wasn't as invulnerable as she thought, and didn't pack as big of a punch as she thought she did.

Still, she was the heavy hitter of the group, but also the first to be knocked out in any fight.

After the first session, I suddenly found the fun was not an issue of winning but of hamming up her disconnect with everything around her. Being as 'uncool' as possible became my goal, and what I played turned out a lot like how they do Starfire on the Teen Titans cartoon.

It was also very liberating to be able to play a character and not once think "well I should do A and not B, because A works better in this game system," or even "I know the GM didn't think of a way around plan 9, he never does, so should I try it, even though Cosmo Lass would never think of it?"

With Cosmo Lass, there simply wasn't even any temptation, because I didn't care.

After her, I've been able to avoid the temptation because I now 'know' from experience that it isn't about getting there, it's about the road trip.

Klytus
Sep 10th, '04, 05:46 AM
Another aspect of Meta-Gaming I've encountered is players building characters based on what they know about *me*... what I will and won't do as a GM. God that bugs me!

Thag13
Sep 10th, '04, 06:51 AM
Another aspect of Meta-Gaming I've encountered is players building characters based on what they know about *me*... what I will and won't do as a GM. God that bugs me!
Ohh man don't I know it.

I have the same trouble at times with my players.

I got hard core on them the last couple of games to shake things up a bit.

CrosshairCollie
Sep 10th, '04, 12:10 PM
Yeah ... I've seen both of these in action. Back several years ago, there was a fairly large group of Champions runners and players in college; I could easily find a game any day of the week (those were the days ...). Anyway, in one game, Firewing shows up. One of the players says, out loud, "Well, I'm not using my AP attack ... he has 20 hardened ED!"

So, jerk that I am, I converted his 20PD/20ED Hardened 0END Forcefield to the equivalent active points of nonhardened, thus making him tougher. Probably a bad move, but it just seemed like the thing to do.

I confess that I've been guilty of the 'choosing an action based on how the GM runs the game', but generally only when the GM isn't a particularly good GM and I'm trying to encourage him to put his foot down. You know, GMs who never let your in-character actions have any in-character consequences. "I lob a micronuke grenade into the hospital foyer that Bulldozer just ducked into." "The next day, the city holds a parade for you." "The $*@(?!"

Captain Obvious
Sep 10th, '04, 06:32 PM
Heh heh...I've made a small parade of characters that broke the mold in odd ways. The crazy Hedge Wizard whose spells all had Invisible Power Effects (the Tracking Scent spell was fun to use), the earthy Village Priest with no magic, the dwarf with magic skill and no spells (for forging magic items)... I had quite a few raised eyebrows from some of the more in-box thinkers...

Unfortunately, I don't recall any of those campaigns lasting more than a few sessions. I don't think it had anything to do with my characters.