vicky_molokh says:
Metagamey is an interesting choice of a descriptor for this, because those processes are already metagamey (character creation is nearly always metagamey, intentionally skewed towards the pitched campaign premise; metacurrencies are inherently
metagamey; advancement is often divorced from in-setting training times and efforts and ruled by meta decisions.)
I think that very much depend on the game and the players. If it is a more crunch heavy, tactical game than making a solid build, thus metagaming by tailoring your build to the scenario, setting or campaign specifics, is part of the fun for everyone involved, I'd imagine. In more rules-lite, story-oriented games doing that same meticulous prep makes no sense. Games where the line is blurred can go either way. We've recently discussed these types of differences with @emsquared and @MaJunior when we were creating characters for Mage the Ascension game. It seems that a lot of people choose to increase their starting Arete so their characters could actually be useful and effective, to be able to affect the world with their magical skills, while I'd personally almost always go for 1 Arete, simply because there is much more story juice in advancement and seekings.
emsquared says:
While the power gamers and builders just get an excuse to try out a new thing, the story-players lose their attachment.
The problem here seems to be the group composition. Both munchkins and theater kids play for different reasons and look for different things out of the game, so it is not surprising that when they mix, such situations arise.
S.F. says:
Unlike real life where death is a tragedy — character's death in a game is more of a signal that the character and the game don't fit each other too well, and therefore the most constructive approach I see here is to accept it and move on to another game.
I'd actually play up the tragedy aspect. That's what can give a more random seeming death sense and purpose. For example:
cowleyc says:
Could it be something as simple as revealing a deadly trap?
The character accidentally steps into a trap and is "mechanically" killed, i.e lost all their health. The scene should be build around that - the trapped character bleeding and in pain, clinging desperately to their life, as their comrades try to save them, rushing for the dungeon's exit. Unfortunately the trapped expires before they reach the surface, leaving the survivors to mourn their passing and reinforcing the core themes of the game - that it is a bleak and inherently dangerous world, where one misstep can spell your doom.
Dominic says:
Instead, you can create a scene around it or incorporate the death into an existing situation in such a way that you can participate in it.
This, essentially.