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James Ekdahl's avatar

Sometimes the line gets blurry around teamwork in combat. As a player, you naturally have access to table info like initiative order, and you might make choices for your character because you understand those mechanics. That’s metagaming in a sense, but it’s the mild, mostly harmless kind.

The real problem is when a player uses deep rules or bestiary knowledge to steer other people’s turns. Example: “That’s an owlbear, dude. It's only AC 13, just should go hit it!” Now you’re influencing another player’s decisions with out-of-character knowledge. Also, it's rude.

OSR-style games push back on this behavior in a couple of useful ways. First, they emphasize exploration and world-discovery over optimal combat simulation. Players and characters can pursue curiosities independently. Second, monsters are simpler and combat tends to be deadlier (especially at low levels), which makes out-of-turn coaching less effective. It really just comes down to the will of the dice at times.

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Whiskey, Blood and Dust's avatar

I think one solid way of dealing with monsters is to consider them from the characters perspective. Describe rather than tell them what they're up against.

Reimagining or reskinning/altering basic monsters adds some doubt. Unless the characters (not the players) have fought or seen a particular kind of creature before then don't give them it's name. That way they don't automatically know it's stats.

Ive done this with goblins, orcs, gnolls, trolls, etc.

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