Metagaming is when you use out-of-character knowledge (things you, the player, know) to drive in-character decisions (things your character does). In short: your hero acts on information they could never have learned inside the story.
It is one of the most-discussed habits at any tabletop, and almost everyone does it a little. The word itself comes from "meta" (above or beyond) plus "game" — you are reaching beyond the fiction and pulling on the rules, the dice, or the players around you instead of the world your character lives in.
Let's break down what it looks like, when it actually matters, and how to keep your player brain and your character brain in separate rooms.
Metagaming is easiest to spot through examples. A few classics:
If the reasoning starts with "I know this because I'm a player," you are probably metagaming.
Metagaming is not a crime, but it has real costs.
It breaks immersion. Roleplaying games run on the shared illusion that these characters are real people making real choices. When a decision is obviously powered by player knowledge, that illusion pops.
It removes discovery and tension. Half the fun of an RPG is not knowing. If you already know the troll burns, the vampire flees from sunlight, or the friendly merchant is the villain, the table loses the slow reveal that makes those moments land.
It can also feel unfair to others. A player who carefully role-played their cautious, ignorant character can be undercut by someone who skips the discovery entirely. And it can step on the GM's prep, deflating a twist they spent a week building.
Here is the important part: not every overlap between player and character is cheating.
You will always know some things your character technically does not, and that is fine. Knowing how initiative works, that you roll a d20 to attack, or that healing potions exist is just system literacy — the shared language that lets the game function.
Smart tactics are usually fine too. Flanking an enemy, focusing fire, or retreating to a doorway are choices a seasoned adventurer would plausibly make. A veteran fighter would understand battlefield positioning.
And many groups use friendly shortcuts: assuming the party trusts each other so the session can start, or skipping a suspicion check because everyone wants to get to the dungeon. Many tables also house-rule that "passive" genre knowledge (your ranger probably knows trolls hate fire) is allowed via a quick Intelligence or relevant knowledge check. None of that is in the core rules as a fix for metagaming — it is a table agreement, so just talk about it.
The line is intent. Using general competence is fine. Using specific secrets you only have because you are holding the book is the part to watch.
The good news: a handful of small habits handle almost everything.
If you run your sessions on a platform like Mini Kraken, keeping notes and secrets organized makes it much easier to honor what each character does and does not actually know.
Metagaming is a spectrum, not a switch. A little is unavoidable and totally fine. The goal is not perfection — it is staying aware enough to let your character live their own story, surprises and all.