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A GUIDE TO "METAGAMING"

Metagaming is a term used in LARP to describe a player's use of real-life or out of game information
in order to influence an in game action or decision. 
Metagaming is usually viewed as a type of cheating in Underworld and is poorly received by the player base. Although occasions of accidental metagaming can occur, players must do their best to understand what Metagaming is in order to avoid harmful instances of it.

IG OR OOG?

​Before you can understand what metagaming is you should first know the difference between in game knowledge and out of game knowledge.

  • In game knowledge (IG) is information obtained while you are in character in the game world.

  • Out of Game knowledge (OOG) is information obtained while you are not in character, it could be something you read in the rulebook, or or overheard during npc shift/afters or during log in, for example.


Trying to keep in game and out of game knowledge can be difficult. Accidental slips happen every now and then because sometimes information gets jumbled around. The important thing is to try and keep them seperate, ask others for clarification when needed and try to play to the spirit of the rules.

WHAT IS METAGAMING?

Some examples of metagaming are:

  • Using in game information that was gathered by a previously played or dead character.

  • Using information you learned while working on the plot team or during your NPC shift.

  • Acting on any knowledge that the character doesn't know and could not learn 

    • Example 1 - applying real-life chemistry to create gunpowder in a pre-firearms setting, without the character having any knowledge or skills in alchemy and chemistry.

    • Example 2 - using real life knowledge to try and cure a disease or treat a wound without the character having any knowledge or skills in anatomy or first aid.

    • Example 3 - You are at the after game meetup and hear a group of players talking about their plans for the next game. You then keep your character on alert to watch out for those plans even though your character would have no idea what was happening. 

  • Adjusting a character's behavior towards other player characters based on real-life relationships with other players. This extends to and includes attempts to force friendships or relationships, or rivalries based on out of game feelings rather than in game interactions.

  • The exception to this is if you write the relationship into your backstory prior to entering the game. 

  • Assuming that if an item or area that is mentioned by the plot team during the initial description of the game, it must have some relevance to the storyline, and immediately searching or examining it.

NEGATIVE METAGAMING

Negative Metagaming, or harmful metagaming, is the act of using knowledge you’ve gained out of game or out of character to gain an in game or an in character advantage. In most cases, when people refer to metagaming, they are referring to this negative type.

Tips to Avoid Negative Metagaming

  • Keep a character journal, so you know what your character has learned in game.

  • Try to remember (or keep notes) of where you learned important information, establishing a “chain of knowledge” can help separate the IG facts from the out of game ones.

  • Don’t discourage others from trying to solve their problems with roleplay, just because you know that a particular skill use or idea won’t work OOG, doesn’t mean that valuable roleplay can’t come out of the attempt. 

  • Avoid discussing in game secrets out of game, or bragging about things out of game if you don’t want them to be found out in game.

POSITIVE METAGAMING

In some cases, the use of meta knowledge can be used to enhance the experience of other players.

When handling intense scenes, metagaming can be positive, or even necessary. Individual comfort zones can be discussed and established on an out of game level and that knowledge can be utilized in game to avoid triggering situations.


Tips and Examples for Positive Metagaming

  • Taking someone else’s inexperience into account when interacting.

    • Example: A new player casts a charm in front of an angry Wood Fae. Instead of getting angry or threatening them, you take the time to ask them if they were aware that they were doing something that was offensive to you. 

    • Note: Positive metagaming is NOT allowing someone to completely avoid an in game consequence just because they are new. (Positive meta is instead altering your reaction to harbour a better experience for everyone involved.)

    • Example: A thief sees a new player leave a weapon out. Instead of stealing it and keeping it as he normally might, or just not stealing it at all, he takes it and returns it to them with a warning not to leave things lying around. This allows the thief to stay true to character while still taking the new players experience into account.

  • Considering the involvement and enjoyment of others.

    • Example 1 : You discover a secret map of buried treasure. Instead of trying to keep it to yourself, you invite a few other players to go with you so that they can be included in the plotline as well.

    • Example 2 : You see a new player that looks a bit nervous about getting into the battle, you know you could handle the pack of demon imps terrorizing your camp but instead you decide to offer the new player magical protections and ask them for their aid.

    • Example 3: You see another player who looks lonely or not engaged, so you go out of your way to find an excuse to talk to them.

    • Note: Positive meta is NOT disengaging with plot for fear of derailing it. The story and plot is collaborative and reactive and shapers are prepared to let the story shift as players act within it.

  • Understanding that not everyone can make it to every event, and not blaming them for being uninformed or missing from time to time when they can’t make it to an event (or they’re on an NPC shift).

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