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<blockquote data-quote="Janx" data-source="post: 2695338" data-attributes="member: 8835"><p>There's a common theme in the "against a book like this" I'm seeing. It seems that some folks are taking things too literally. In my example, of a DM presenting 3 plot hooks, if the player's don't bite, the game is boring. Maybe the DM should have made better hooks, but if there aren't any more, you'll be stuck. In that situation, a GOOD player will detect the situation, and work to get the story moving so the DM can get back in the groove. That's not sacrificing your fun, that's helping the DM out of a sticking point.</p><p></p><p>The example about rules of improv acting apply here. The DM is basically saying, "I see you got a new hat". Blocking it won't make the game any better.</p><p></p><p>As a player, you can't make the DM a better one DURING the game. So you've got to have skills to make the session BETTER than it is. This isn't sacrificing your fun (well, maybe a little), it's trying to make the best of the situation. A bad player will work against this process, making it harder for the DM, and harder for the other players.</p><p></p><p>Since D&D is a group effort, the following should be true:</p><p>a player should act to keep the game moving</p><p>a player should avoid hurting the campaign</p><p></p><p>This doesn't mean the player can't munchkin out his PC, kill lots of stuff, be dramatic. It simply means the player is aware of other factors besides their own goals and works to accomplish those goals WITH the group so more people are having fun.</p><p></p><p>There are plenty of other avenues for anti-social folks to get their kicks than at the gaming table hurting other players and the DM. This forum is full of stories about crappy players.</p><p></p><p>Another fallacy among players seems to be the desire to be able to wander around a game setting, seeing everything and thinking the DM has a plot and background for every NPC. Got news for you. Most DMs are NOT capable of multitasking that many complex plots and NPCs. They come up with a general storyline and 1 or more hooks to get you in the story. While it is great that you or your DM is capable of ad-libbing an complex adventure based on anything the players do, most DMs are not. So realizing that, isn't it in a player's best interest to figure out how to coexist their gameplay desires with the DM's prepared material? Remember, all the "I wish the DM would do X" ain't worth squat, because you can't change him, but you can control how you play the game.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2695338, member: 8835"] There's a common theme in the "against a book like this" I'm seeing. It seems that some folks are taking things too literally. In my example, of a DM presenting 3 plot hooks, if the player's don't bite, the game is boring. Maybe the DM should have made better hooks, but if there aren't any more, you'll be stuck. In that situation, a GOOD player will detect the situation, and work to get the story moving so the DM can get back in the groove. That's not sacrificing your fun, that's helping the DM out of a sticking point. The example about rules of improv acting apply here. The DM is basically saying, "I see you got a new hat". Blocking it won't make the game any better. As a player, you can't make the DM a better one DURING the game. So you've got to have skills to make the session BETTER than it is. This isn't sacrificing your fun (well, maybe a little), it's trying to make the best of the situation. A bad player will work against this process, making it harder for the DM, and harder for the other players. Since D&D is a group effort, the following should be true: a player should act to keep the game moving a player should avoid hurting the campaign This doesn't mean the player can't munchkin out his PC, kill lots of stuff, be dramatic. It simply means the player is aware of other factors besides their own goals and works to accomplish those goals WITH the group so more people are having fun. There are plenty of other avenues for anti-social folks to get their kicks than at the gaming table hurting other players and the DM. This forum is full of stories about crappy players. Another fallacy among players seems to be the desire to be able to wander around a game setting, seeing everything and thinking the DM has a plot and background for every NPC. Got news for you. Most DMs are NOT capable of multitasking that many complex plots and NPCs. They come up with a general storyline and 1 or more hooks to get you in the story. While it is great that you or your DM is capable of ad-libbing an complex adventure based on anything the players do, most DMs are not. So realizing that, isn't it in a player's best interest to figure out how to coexist their gameplay desires with the DM's prepared material? Remember, all the "I wish the DM would do X" ain't worth squat, because you can't change him, but you can control how you play the game. Janx [/QUOTE]
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