Dear Fearless Gamers,
Have you ever had a player in your game who seems to know everything about the game world, despite their character having no way of knowing that information? Or perhaps you've been guilty of metagaming yourself, intentionally or unintentionally.
Metagaming is often seen as a negative aspect of RPGs, but there are some positive uses for it when used appropriately. Here are some examples:
I had a listicle of metagaming stuff, but an opportunity presented itself in my Twilight: 2000 game that exemplifies the best parts of metagaming. And you can only get this outcome via metagaming but let's start with what metagaming is.
Metagaming is a common hurdle in roleplaying games that occurs when players use knowledge or information that their characters would not really know in the game world. This can negatively affect the game, including breaking immersion and undermining the integrity of the game's mechanics.
It ain't all bad. We're about to use some metagaming to enhance our play, add tension and drama, and keep some 'fictional' leads alive. We're coming up on day 50 after the fall of Kalisz in our Twilight: 2000 game.
A survival sandbox set in the aftermath of WW III circa 2000. The players have left the countryside wastelands for the decadent, corrupt city of Wroclaw - at least for the winter. They are also chasing an old lead on a spy who burned them and kidnapped some of their people. Last session, that trail is nearly dead and very cold. I know they want their people back and that pound of flesh from that traitorous spy, Thomas Moore.
We have four players; two will be out in the next two weeks. Our quorum is three. However... we are planning on playing a B-side game. B-Side games are alternate games when the main cast of players can't make it, but we, who can, still want to play a game. The two players who can attend will make new characters playing in the same universe and city as our A-side game. We decided they would be Spec-Ops on a mission to find some missing WHO doctors, a real thread in our game. I will also take the time to weave Thomas Moore and the missing NPCs into this two-session B-side game. The new characters have no ties to our main characters. BUT the players will know the dastardly Thomas Moore and their people are still in the city. This is the metagame. Of course, they can't just roll up to the place with their A-side characters, but as players, I trust they will figure out how to close that narrative gap to get their people back.
A Listicle!
1. Creative problem-solving: Show (not tell) the players, not the characters, what their quarry is up to.
2. Enhancing the story: Metagaming can add depth and complexity to the story. For example, a player who knows a secret about another character might use that information to add an interesting twist to the story.
3. Adding tension and suspense: A well-placed metagaming moment can add tension and suspense to a game, especially if it's something that the characters don't know. For example, if a player knows that an enemy is lying about their intentions, they might be on the edge of their seat waiting for the other shoe to drop.
4. Collaborative storytelling: Metagaming can also tell a story collaboratively. For example, a player might use their knowledge of the game world to suggest an interesting plot twist or character development for their fellow players.