Hot answers tagged

65

Explicitly define "What's at stake?" Well, it sounds like part of your problem is that you two don't necessarily see eye to eye on the meaning of that roll. In my experience, the best way to approach this is to actually explicitly define the "stakes" of the check before the roll. That means you spell out the consequences of success and failure, then give ...


56

I'm going to make one critical assumption about your gaming group. If it's untrue, I don't know if my answer will be helpful: The friendship of the people at the table is more important than the game you're playing. Going forward I'm assuming you're all friends foremost, and you play games as a form of mutual recreation. Now, on to my answer. TL;DR: This is ...


55

Don't run a World X game. Run an alternate universe World X game. Sure, your players are expecting a World X game. But you don't know enough details to run one. An alternate universe game lets the players enjoy the genre they want while you still retain control of the details. Three basic steps: Introduce some elements that are definitely wrong. When ...


54

At our gaming table, while role playing, the characters would say a +1 sword is of the First Power. A +2 would be of the Second Power, etc. Worked for us, and it sounded pretty epic. Once, we heard of a sword of the FIFTH power. We were like... whoa.


53

There are so many ways to enjoy roleplaying games that we sometimes — often, actually — forget that fact and just assume that how we play is the way. Unsurprisingly, this results in unpleasant things when different ways to play collide and nobody notices that hey, maybe these are different and don't mix well! What you (personally or as a group) need to do ...


51

Define the Consequeces of Success and Failure Up Front This answer addresses a very similar question. I think everything I said there applies equally here. In short: if you explicitly define the consequences of success and failure, players are less likely to misunderstand the information and run off doing some nonsense. Let It Ride In your case, there's ...


49

Of course! There is no reason why you would not be allowed to roll in secret. If you suspect your players will metagame when they realize they rolled low and might have missed something, it is reasonable to roll in secret so they do not know if they succeeded or failed. However, even if you roll in secret, players may still get suspicious. You're rolling ...


49

Just to add to something others have been saying: If there is any secret information in the game, then Pass notes to every player, constantly! Occasionally scribble random gibberish like "Look at this paper and smile knowingly." and pass it to a random player. Make sure everyone gets used to it as "one of your GM quirks". Mix this up with meaningful ...


43

Whatever your preference. It's never explicitly stated anywhere as far as I know. Some people think it breaks with immersion, while others think that you'll go crazy if you can't call out the numbers or keep having to talk around them. Most people I know and play with refer to gear with their mechanical terms (ie: "My +1 Orcbane Shortsword") when talking ...


38

metagaming was the worst thing that could happen in role-playing Well, this is just plain wrong; not having fun is the worst thing that can happen. It sounds like you're finding this out. I think you recognise that there is no right way to role-play or, more precisely, there are as many wrong ways as there are gaming groups because no group is consistent ...


36

Talk with your players Your players are here, presumably, to play a game. They aren't out to get you. Remember that it takes two players to make a conspiracy. Politely ask them not to send whispers containing relevant in-game information. They probably aren't doing this to be malicious or trying to trick you - they maybe just don't see why it's such a big ...


34

Kick him out. No, really, kick him out. Just because he says he wants to play doesn't mean he wants to play the same game you all want to. You are being too kind to him. He is doing to three people exactly what you are trying to avoid doing to one person. He is: Preventing your group from enjoying the game. Being selfish and wrecking a game when he doesn'...


33

Run that dungeon with the weird clockwork. If the players like it, treat that dungeon as foreshadowing and continue with your clockwork invasion theme plans. If they don't like it, relegate that dungeon to a one-time "weird old place" and throw that theme away. Trying subtle things and observing how the players react is a valuable skill for a GM who wants ...


30

I thought about making up an excuse to talk to all players in the bathroom during stuff like the assassination example above so everyone will be suspicious of each other but it sounds like too much hurdle. Unfortunately, that's your answer. Metagaming in this case isn't going to be deliberate, but it's going to be hard to avoid. If you constantly talk ...


29

OK, I don't have time to answer this as I want to. My background is in psychology, and I fell into Roleplaying games when I turned 10 in 1976. So by the time I was in college, understanding where the term Roleplaying game really came from, I understood the critical nature of immersion, how it is the most important ingredient for game success. And to be ...


29

Players working together like this is normal and expected. It's all fine as long as the player with the present PC is not bothered by the input from the other players and has the final say. Fate Core, page 4 Both players and gamemasters also have a secondary job: make everyone around you look awesome. Fate is best as a collaborative endeavor, with ...


28

From the DM's perspective, it mostly comes down to obfuscation and training your player base. Don't force your players to resist metagaming if you can reasonably help it. Going down your list with some concrete examples: Make truly trivial random encounters a regular (but not necessarily frequent) occurrence. If every encounter is non-trivial, then a ...


28

Erik Schmidt's answer is probably the better one to go with (as it'll help you find the root cause), but I'll contribute a bit based on what I see from your description. From your description, you have a player who enjoys: Building and optimizing new characters. Participating in combat. And who doesn't enjoy: Long-winded intrigue. And yet, this ...


28

Typecasts in LARPs can be a serious problem. In the future, I'd suggest avoiding getting into this situation in the first place - ask to play characters you're not usually cast as. This is difficult, so to the best of your ability, but the less you allow yourself to fall into a typecast, the less others will typecast you in turn. That being said, it won't ...


28

What you're running into is the difference between social costs and economic costs. Typically, the 'cost' for metagaming is a social one. When you metagame in a group that doesn't like metagaming, your friends get disappointed in you, and you feel embarrassed and ashamed for ruining other people's experience. What you've done is effectively replaced that ...


27

Dungeons & Dragons Basic Rulebook (1981, Gygax & Arneson), pg B60 Your character doesn't know that A player should not allow his or her character to act on information that character has no way of knowing (for example, attacking an NPC because the NPC killed a previous character run by the player, even though the NPC and current character ...


26

This entirely depends on your game, and your gaming group. What you are referring to (acting as yourself instead of your character) is called "meta-gaming" and involves making decisions that are outside of the purview of your character's personality or knowledge. Whether or not this is an acceptable practice depends in part on your group and in part on the ...


26

Consider Partial Cooperative Storytelling Many DMs engage their players more deeply in setting the story elements for their adventures. See the article Worlds of “OUR” Imagination and GM-less games like Fiasco and Microscope for inspiration. Since they know more about the places, history, and people of the world, ask them why they think your crisis is ...


26

Whichever you prefer. Typically when discussing items after they have been identified the enhancement bonus of a weapon is completely dependent on whether or not your group would find mentioning the numbers to be atmosphere-breaking and unwanted. If you're speaking to a character after they have found and identified a weapon they'll need to know the level ...


24

There's a distinct demarcation in games between the Player and the Character. And in most games when such things come up, it's relegating the player to the same position as the character- and trying to force the player to solve problems is if he is the character. There is nothing wrong with that approach, in any game. And there's also nothing wrong with ...


22

Yes, the name/class/level relationship was originally an in-game term depicting a level of power and social status. Some in-game effects of this were the limitations on level advancement for AD&D(1e) Monks and Druids (details below), or prohibitions against Assassins (Blackmoor) having followers. Originally, the Name Level threshold opened up new ...


21

From the player's seat Offer something the other character wants. The player knows what to do here, and she just needs an excuse to do it. Supply one. A little bribe or rationalization is all she needs and you'll be off and running in no time. Get the GM's permission to figure stuff out in-character. That means more than just knowing yourself, but rather ...


21

I like to work like this: I give the basic information to the players. One single page of 8.5 x 11 with all the info they certainly know. I tell them everything that is outstanding. How many moons, color of the sky, name of the main constellations if they are relevant. Any info about the basic religion, main genesis myth everything relevant for the first ...


21

The analog to White Wolf and the World of Darkness game lines in the classic World of Darkness setting is the Black Dog Game Factory. They were detailed fully in Subsidiaries: A Guide To Pentex, although there are earlier references in other books. The staffers described therein are parodies of the employees of White Wolf, and the entire sourcebook entry is ...


21

Alignment Usually Isn't Hard To Determine Alignment often isn't that hard to figure out anyway. Spells that can detect it are readily available, some classes (like Paladins) can detect evil as much as they want, and in certain cases you can discern it from their actions (a Cleric casting a Good spell can't be evil, because a Good type spell can't be cast by ...



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