![]() So, it isn't entirely possible to eradicate metagaming, but it's possible to help players be a little more aware of the future. Of course, there's a reason metagaming is natural to a certain degree some players do the "rules lawyer" thing instinctively or make plans based on their knowledge (rather than their character's knowledge) without even realizing it. None of that is exactly "cheating," since there's no fibbing about dice rolls or illegally modifying stats or anything, but it can still damage a campaign's role-playing elements. Similarly, metagamers can use their deep D&D knowledge to build overpowered characters in a way that doesn't fit with the story and the campaign overall. But if the player knows and acts accordingly anyway.that's metagaming. Now, unless that player's character also knows about the monster, that external knowledge shouldn't dictate any of the player's actions a sorcerer who'd never fought a vampire before wouldn't instinctively know to avoid inflicting necrotic damage, because they wouldn't know that the vampire has a natural resistance. Sometimes metagaming takes form when the players come up against a weird, obscure monster-and one player happens to know exactly what that monster is. That can apply to a ton of different in-game situations. There's usually at least one metagamers in the pack when it comes to RPGs, which is the term for a person who uses their own knowledge of Dungeons & Dragons' rules to gain an advantage where they wouldn't otherwise have one. ![]() This is an example because since so many Simic decks are running it, it has become very expensive, and, as a result, more decks are running copies of Noxious Grasp and Veil of Summer.Metagaming is something that can occur pretty naturally in a game of Dungeons & Dragons, sometimes without players even realizing what they're doing at first. One example of this is Oko, Thief of Crowns. The strategy the developers have for creating metagames that don't solve themselves within the first few weeks is making cards that are, as a whole, well balanced, but also do enough different powerful things that all of the decks in the metagame have room to shift as time moves on. Within the first week of a set's release, the player-base as a whole will have put far more collective hours into finding the best deck for Standard than R&D can during the entire development period. The decks in a metagame will never be perfectly balanced. Metagames are like living puzzles that try to solve themselves. Then, people notice that shatter has become uncommon, so they begin to play artifacts again. This is another example of metagaming because the players have changed their decisions in anticipation of their opponent's decisions. Then, people notice that nobody is playing artifacts so they take Shatter out of their decks since it is worthless without artifacts to target. These people are metagaming because they have changed their decisions in anticipation of people playing Shatter. One example from Magic is the card Shatter, which says " destroy target artifact." Shatter is very powerful, and so to avoid it most people have stopped playing artifacts. The term “metagame” is also used to describe the game around the game, including the Organized Play system, online resources, a library of material, and numerous communities. The practice of tuning a deck or adding sideboard cards in order to have a better chance to defeat the most popular decks is called metagaming. Simply put: "what everyone else is playing." The decisions the players make in what decks they play and what cards they put into those decks in acknowledgement of their predictions about what potential opponents might choose themselves is what is called 'playing the metagame'. In Magic, "Metagame" commonly refers to the popularity of decks, and sometimes specific cards.
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