Metagaming: The Tenth Sphere



* - Perceive Game
Initiates of Metagaming gain the ability to sense major plot points and important NPCs at will. They may call upon their sometimes extensive knowledge of their Storytellers and their fellow players and apply it to their in-character actions. This frequently manifests itself in the form of questions such as, "Who has the highest Fortitude rating? Okay, you're at the front of the line, then." Also, any information or hints given strictly OOC are fair to use in-game for the apprentice of Metagaming. There are those who argue this is just shamelessness and not true magic, but nobody likes these people very much.

** - Control Campaign
The student of Metagaming may now apply anything he/she has read in White Wolf soucebooks to the current game, regardless of whether his/her character would know it. For example, a vampire whose player has read extensively in the Werewolf line will always know Garou society better than some of the players involved in it, regardless of his character's knowledges. Under the right circumstances, this power can leave a campaign in ruins or speed its completion far more than the Storyteller intended.

*** - Transmute Campaign
Disciples of Metagaming can't help it – somehow they always end up at the center of every storyline thanks to their outrageous minmaxing skills and superior knowledge of, well, everything. Fellow players find themselves on the sidelines, watching in sick wonder and fascination. It is a relatively simple action for Metagamers of this level to twist a storyline to the point where it all focuses around them and their absurdly high levels of Dark Thaumaturgy, making it into the campaign they always wanted but are too lazy to run on their own.

**** - Control Storyteller
Adepts of Metagaming gain the vaunted power to control the behavior of that god above gods, the Storyteller him/herself. Through the strategic use of bribes, threats, and other means that I really don't want to think about, the Metagamer opens the gateways to boundless power and unfair advantages only dreamed of at lower levels of the Tenth Sphere. The use of this level of Metagaming is usually given away by quotes by fellow players along the lines of "Is your GM on crack?!" and "Yeah, he let you make that Cappadocian Abomination with hedge magic, but do you really think he's going to let you play it?"

***** - Transmute Storyteller
Masters of Metagaming are finally able to replace the Storyteller completely and change his/her plot into something more closely resembling their ideal roleplaying experience. While Metagaming 4 affects only the caster, this level of mastery allows the mage to suck other players into their bizarre metagaming realm along with them. The mere use of this sphere has been known to turn fellow mages into gibbering maniacs, or corrupting them into metagamers and munchkins in their own right.

There are rumors of Archmasters of Metagaming actually being able to throw aside the rules of the game entirely to cater to their own twisted whims, or ascending to become players and Storytellers themselves, but these theories are thoroughly unsubstantiated.

 

A Few Useful Metagaming Rotes

 

Peek At Character Sheets (Metagaming *)

 

Minmax (Metagaming ***)

 

Bribe Storyteller (Metagaming ****)

 

Divine Party Dynamics (Metagaming **, Entropy *)

 

Fudge Dice Rolls (Metagaming **, Entropy **)

 

Chaotic Everywhere (Metagaming ***, Correspondence ****)

 

Rearrange Miniatures (Metagaming ***, Matter *)

 

Read GM’s Notes (Metagaming ****, Correspondence *)

 

Read GM’s Mind (Metagaming ****, Mind ***)

 

 

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