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GM Core / Chapter 1: Running the Game / Running a Session / Stakes and Consequences

Metagaming

Source GM Core pg. 13 2.0
Knowledge the players have that their characters don't is often called “metagame knowledge,” and using it to influence characters' decisions is called “metagaming.” Some metagaming results naturally from play and is wise to disregard. The wizard aiming a fireball precisely enough to include three enemies in the very edge of the spell's area is probably unrealistic, but isn't that disruptive to play. Things get more questionable if the player says something like “That's a rakshasa, so don't use divine spells against it.” —regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might use some gentle reminders, like “I'm not sure your character's aware of that” or “Can you explain your character's thinking when they do that?” If the problem persists, see the guidelines mentioned in the Problematic Players section on page 18.