[RPG] Metagaming when there isn’t actually anything there

gm-techniquesmetagaming

So, it's a fairly common question of how to keep players from metagaming. Typically, these questions are of the sort that a player knows monster x is weak to y despite their character not having access to this knowledge, or a character rolling a low number and thus not trusting the results even though their character should wholeheartedly believe them (because they rolled a 5 and should think an NPC is telling the truth, the player knows/believes he's probably actually lying).

My issue is similar: I have a group of players who enter a room where they believe a trapdoor to be. They roll spot checks to try to find the door and roll low. I tell the players that they see nothing, but they feel that there must surely be something there. We end up wasting the next 10+ minutes with players trying to find another way to find the trapdoor (more specific spot checks, trap checks, lore checks, etc). There really is nothing in the room. It's empty (trapdoor is actually out in the hallway) but they're so intent on believe that the door must be there that they waste a ton of time trying to find it…

How do I go about getting my players to just move on and look elsewhere? In this case the room was important to have (it's the location of a scene from earlier, and will come into play again later) so it's not like I have unimportant rooms for players to explore. I can't just change on the fly to have the trapdoor in the room due to the importance of having only one way in/out of the room. Those would have been my first thoughts but alas…

Best Answer

Define the Consequeces of Success and Failure Up Front

This answer addresses a very similar question. I think everything I said there applies equally here. In short: if you explicitly define the consequences of success and failure, players are less likely to misunderstand the information and run off doing some nonsense.

Let It Ride

In your case, there's one other trick I would add, shamelessly lifted from the RPG Burning Wheel:

A player shall test once against an obstacle and shall not roll again until conditions legitimately and drastically change. Neither GM nor player can call for a retest unless those conditions change. [The results of] the initial roll count for all applicable situations in play.

In other words, say you roll to search a room for stuff. You get an 8. That's it. That's your result for searching the room for stuff. If you retry the action, you don't reroll. If you try a new action, too bad, you're not gonna gain anything more. Likewise, if I roll 15 to climb a cliff, that applies to the whole climb; the GM can't ask me to reroll every 10 feet or anything stupid like that.

Let It Ride makes sure that rolls actually matter — you can't just turn a round an immediately invalidate something with another roll. Beyond that, it keeps the game moving forward. When we know that each and every result will stand, we can all focus on moving forward incorporating the result.

If you can't abide by a success or failure outcome, then don't put it on the table at all. Manufacturing excuses to reroll until you get the results you want is a sign that you need to rethink how you're scoping consequences. It's possible you shouldn't be asking for a roll at all.

If you want a situation to be a series of rolls, break it up into discrete tasks instead of just rolling amorphously a couple of times and then handwaving that, okay, now this one counts.

Call Them Out

If your players are constantly asking for rerolls, try just calling them out on their weaseling. Like, just straight-up say, "You're trying to weasel out of the outcome we already rolled for. Let's move on."


Why Are Your Rolling for "There is Nothing Here" Anyway?

If there's nothing to find, what's the roll about, anyway?

Occasionally there's some payoff to roll-to-find-out-if-you-know-that-nothing-is-here as a form of information-hiding, but from what I've seen, a lot of GM advice defaults to "Roll for everything just to create fake tension!" way, way too much.

In the example given, I'd only ask for a roll if I could frame it as something like one of these:

  • "If you succeed, you find everything of value in this room — secret passages, treasure, clues, everything." That way the PCs can discover something for their efforts even if it's not what they necessarily intended to find.

  • "Okay, so, time is of the essence, right? If you succeed, you find out right away whether there's a trap door here. If you fail, it'd take a long time to search properly." Now the roll is all about "What is the cost of the information you want?" I do this only when there is already pretty obvious pressure of some sort; otherwise you're just kinda manufacturing complications that don't really matter.

Otherwise I'd just tell 'em. There's very little down side to doing so. What's the point of trying to maintain a feeling of uncertainty here, unless you're trying to waste time on purpose?