In this episode we cover our thoughts on Volo's Guide followed by a more philosophical discussion on metagaming, what it is, and how it can break the game in a bad way.
Volo's Guide New Races
The simple sight of a pack of vargouilles was enough to send many brave warriors running, especially when they heard its terrifying scream. Some who heard the scream were frozen with fear, vulnerable to the vargouille's poisoned bite.
A vargouille’s bite injected the victim with a debilitating poison that would not heal unless treated with magic.
Vargouilles sometimes chose to kiss their victims, which began the victim's transformation into a new vargouille. The victim's head began to resemble a vargouille more with each passing hour until it broke free from the body as a new creature. This horrid transformation was completed within one day, but could only be completed under darkness. Sunlight or continual light spells halted the transformation. The cure disease spell halted the transformation but did not cure it.
Vargouilles hated light of any kind and always sought to extinguish light sources. Their infravision helped them see perfectly in total darkness.
Metagame thinking means thinking about the game as a game. It’s like when a character in a movie know it’s a movie and acts accordingly. For example, a player might say, “The DM wouldn’t throw such a powerful monster at us!” or you might hear, “The read-aloud text spend a long time describing that door-- let’s search it again.”
Discourage metagame thinking by giving players a gentle reminder: “What do your characters think?” You can curb metagame thinking by setting up situations that will be difficult for the characters and that might require negotiation or retreat to survive.
5e Dungeon Master's Guide, Page 235
Scar of Destiny - Pathfinder
This scar appears on specific individuals at birth, or as a result of powerful but unexplained magical confluences. Anyone with this mark is untethered from reality, and might step out of existence at any moment for indeterminate periods—possibly forever. All of that individual's possessions vanish with him, though occasionally specific items—seemingly of the mark bearer's choosing—are left behind. When and if an individual reappears, he is unharmed and has no knowledge of where he was, and only a vague idea of how much time has passed. Such individuals typically reappear near others who bear the mark.
This artifact-level scar affects all the PCs in a party from the point of character creation. When a player can't make it to a session, it gives the GM a way to remove the character from the game (or multiple games) without having to play the absent PC, having another player run the character, or having that character fade mutely into the background. For some parties the Scar of Destiny requires less suspension of disbelief than the other challenges of absent players, though this is not the case for all.