[RPG] How should I deal with metagaming

gm-techniquesmetagaming

I'm the GM and author of my own system, which we have been playing for a couple of years now. Last year, four completely new members joined. Two players are giving hints to others even when their characters aren't around. As this is cheating for me, they have been losing some EXP for it. This helped for a while. However, last time, the group decided to accept the punishment and "cheated" intentionally.

One player (Vincent) was mind controlled and I planned to use him as a betrayer. Another player (Vanessa) knew about this, but her character wasn't with the group, as Vincent's character was about to fulfil my plan. Vanessa accepted the punishment and blurted out my entire plan, leading to the massacre of Vincent's character.

In my eyes, that was unacceptable, so I decided to increase the punishment for future evenings to a removal of all EXP gained that evening if a player cheats. In addition, if the player has already lost all their EXP, I will remove one random player’s EXP too. I hope that the players won’t risk cheating any more.

I know this is harsh, but I'm desperate to solve this problem, since my punishments have clearly become acceptable to them…

Did I go too far? Are there better ways to handle this problem?

Best Answer

I'm going to make one critical assumption about your gaming group. If it's untrue, I don't know if my answer will be helpful: The friendship of the people at the table is more important than the game you're playing. Going forward I'm assuming you're all friends foremost, and you play games as a form of mutual recreation. Now, on to my answer.

TL;DR: This is not a game-mechanic problem, and game-mechanic solutions won't fix it. I learned the hard way that if I need game-rule punishments to get players to behave the way I want, it's already gone too far. Solve it as a social challenge, not a game problem. The group needs an out-of-game talk about agreeing on goals and playstyles.


So, you've made it clear that you want to run a game with a particular kind of attitude toward metagaming and you're willing to enforce that attitude punitively.

Some people in your group have made it clear they don't want a game with that attitude, and are willing to endure punitive measures in order to play the kind of game they want to play.

No amount of mechanical leverage is going to fix this situation, because you're trying to use game rules to address a social-level disconnect about the kind of game the group is playing. If you manage to find punishments that are harsh enough to force them into playing the way you want them to, they'll leave instead.

The way to handle this situation is to treat it as the social challenge it is, rather than a game problem. Have a group discussion about playstyle and goals. Hold it outside of play time, maybe over a meal. And since nobody in the group, GM or not, can order other people how to have fun, the discussion needs to be one in which friends are working out how to have fun together. Some of the answers to this question may be useful. Take off your GM hat and have a chat with your friends about how to make game time enjoyable for everyone.

The purpose of the discussion should be finding mutually compatible goals and playstyles that the group can agree on. If that proves impossible (I hope not! but it happens), then the group will know for sure that they aren't all going to be able to have fun in the game together. You can stop trying to force unwanted behaviour on the group and instead spend your energy playing fun games with the people whose playstyles match your own, and the people you can't collaborate with will be free to find groups more suited to their goals.