GM Tips: The Meta Game

GM Tips: The Meta Game


After listening to Cannon Fodder episode 51 on the Glass Cannon Podcast and having a discussion with my GM after our semimonthly Pathfinder game it dawned on me to speak about the "meta" game of tabletop rpgs. Hopefully I will be able to write blog posts on a semimonthly schedule from here on out. To be consistent and still have time leftover.

Below I'll discuss what meta-gaming is practically in tabletop roleplaying games, and the "meta" of the meta game is for me personally.


What is "Meta"?


Meta is defined as referring to itself or to the conventions of its genre; self-referential. The "meta game" in general refers to the mechanics and systems that lie outside of the game, but influence it nonetheless. For example, the meta game of hockey speaks to how the game is currently being played. In the past, the game was a lot slower-paced and players with different skill sets were more valued. The meta game of hockey has shifted to now involve the biggest, fastest, and strongest athletes that are available in addition to the technological advancements in equipment that the sport has had access to. The game itself does not change, but how it is played most "effectively" does.




The Meta of TRPGs

When referring to tabletop role-playing games, this is often interpreted in a couple of ways.Usually when someone is being "meta" or "meta-gaming" a player is using external knowledge to make decisions as a character that would not have any access to this knowledge. 

For example, your players have your beautifully hand drawn map out in front of them, but it is covered up in certain areas so they cannot see what it underneath the scrap paper. This is a strategy to prevent meta-gaming. The players can only see what their characters can see on the map. If nothing was covered, usually you would be hard pressed to clear every room you can see on the map. However, you the player can see these rooms, but your character cannot. Differentiating player knowledge and character knowledge is key to making character driven decisions instead of meta-knowledge based decisions. 

"I've played this adventure before, there's a slime in the end of that hallway, don't go in there."

"Why is that goblin not dead? I know they only have 7 hit points!"

This can be difficult for some new players as well as veteran players. As a game master, it is your job to make your stance clear on meta-gaming as well as cater to your player's experience and play-style. It is best to make this clear early on so that the players understand the type of game they are going to be playing in for the next however many sessions.

It is your game as a game master, so you ultimately decide what your stance on meta-gaming is, just be upfront about it.

The Meta Meta Game

Now the real point of this article. Players, you are ultimately at the whims of the GM. I peruse online forums related to D&D often. There are countless posts about players complaining about GMs and GMs complaining about bad players.

Step 1 - Talk to them like humans.

Many problems that arise from interacting with other humans for several hours can be dealt with by having a conversation with them about the issue, hearing both sides of the story, and then coming to a resolution of the issue. Just talk to them about how you feel.

Step 2 - Leave the game

There is an adage that holds true amongst these forums: "No D&D is better than bad D&D." If step 1 does not produce the desired results, just leave the game, sometimes it might be not the right fit. The player an the GM may not see eye to eye on certain issues, some players are annoying, etc. etc. YOU have the choice to leave and find another game that fits better.

Everyone involved in the game is there to have fun. If fun is not being had for one reason or another, talk about it, and leave the game if that does not work. Every individual has a different definition of what they consider to be fun.

As a player and a GM, if everyone else is having fun I am having fun. This leads me to play clerics and healers as a player, making sure my allies stay alive and aren't sad their character's have died. As a GM, I want to challenge the players, give them fun encounters, and have them play out their fantasy's in this insanely awesome tabletop game.

Everyone finds fun in different ways. If the GM's fun is not fun for you. Let them know, or else they will keep doing the same thing. If this doesn't work, find another game that is fun for you.

GM's, if players don't like your fun, talk with them and find a compromise. A character dying in a pit trap might be the highlight of your night, but for that player, they just want to head home. I'm sure you are reasonable.



Have a great week everyone, happy valentine's day and roll well,

Mack

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