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<blockquote data-quote="Radiating Gnome" data-source="post: 2697278" data-attributes="member: 150"><p>Okay, another .02 . . . .</p><p></p><p>I tend to think that a book like this will struggle -- not for most of the reasons that we've mentioned (which are mostly from the point of view of the people posting in this thread, who are, as far as I can tell, mostly DMs, not players . . . but that's conjecture, I could be wrong). </p><p></p><p>To begin with, the worst players won't read it, won't learn from it, and won't appreciate being handed it. This isn't a new idea in the thread, but it's true as true can be -- the people who might read this are good players. We can make them better, but they're good already.</p><p></p><p>The DMing guides and pointers spend some time talking about player archtypes -- looking across the DM's screen at the players, who they are and what they enjoy. But what does the player see when he or she looks around the table? </p><p></p><p>To begin with, any discussion of player archtypes should be presented as a discussion of the OTHER players at the table. But much more interesting is the player's guide to DMs. </p><p></p><p>Keep it focused on the player's side of the screen, though. Don't fall into the trap of writing about the herculean work that the DM puts in to preparing the story, plots, cut scenes, NPCs, and everything else. And don't spend too much time on the basics, the things that all players good enough to read this book would already have down (know the rules, bring your books and a pencil, be respectful of other players and the DM -- give everyone their time on stage, take notes and bring your old notes to each game, etc). </p><p></p><p>Discuss some archtypes for DMs. Is your DM a wargamer at heart? Is he a screenwriter? Is he first and foremost a judge? What are the characteristics of those archtypes? What makes a good or bad DM (someone whose game is worth playing in). Help them understand the challenge and view from the other side of the screen, but not from the point of view of "this is what a DM wants to tell his players."</p><p></p><p>And think about a structure for the book that answers player how-to questions. How do you identify the things that you need to enjoy your game more, and what are some strategies for getting that out of the game? How do you make combat more interesting? How do you find more opportunities for role playing? How do you help the DM shape the story arc of the game? </p><p></p><p>In the end, I'll bet we would all agree that the players that will read this book are the players who are already good players -- they're our allies at the table, the players we depend upon for one thing or another in the game.</p><p></p><p>OHHH, and another thought -- something I've been talking about with a player in my current game. What about some chapters on being a good PARTY. Something for the group, not for the individual. The conversation with my player has me thinking a bit about paranoia, which (at least, in the old days when I played the original version) gave every character a position, an office to perform. There are obvious roles that players and characters should fill, and the players ought to be encouraged to accept the roles that suit their characters and themselves, to rotate those around as necessary, and to respect the roles that other players and characters will play. I mean, a party will need a healer, a tank, a scout, a faceman, and often it would help if there were a leader. A table of players needs to have a bookkeeper, a notetaker (historian), a mapkeeper, etc. </p><p></p><p>Wow. This post is too long. All I'm really trying to suggest is that it will help to shift the focus of the discussion away from what the DMs in us would like to tell our players (or would like to beat into their pointy little heads) and towards a presentation that is much more focused on what the player sees from his or her side of the screen, and how the player can do more to enjoy his or her own game experience, and the game experience of the rest of the table.</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 2697278, member: 150"] Okay, another .02 . . . . I tend to think that a book like this will struggle -- not for most of the reasons that we've mentioned (which are mostly from the point of view of the people posting in this thread, who are, as far as I can tell, mostly DMs, not players . . . but that's conjecture, I could be wrong). To begin with, the worst players won't read it, won't learn from it, and won't appreciate being handed it. This isn't a new idea in the thread, but it's true as true can be -- the people who might read this are good players. We can make them better, but they're good already. The DMing guides and pointers spend some time talking about player archtypes -- looking across the DM's screen at the players, who they are and what they enjoy. But what does the player see when he or she looks around the table? To begin with, any discussion of player archtypes should be presented as a discussion of the OTHER players at the table. But much more interesting is the player's guide to DMs. Keep it focused on the player's side of the screen, though. Don't fall into the trap of writing about the herculean work that the DM puts in to preparing the story, plots, cut scenes, NPCs, and everything else. And don't spend too much time on the basics, the things that all players good enough to read this book would already have down (know the rules, bring your books and a pencil, be respectful of other players and the DM -- give everyone their time on stage, take notes and bring your old notes to each game, etc). Discuss some archtypes for DMs. Is your DM a wargamer at heart? Is he a screenwriter? Is he first and foremost a judge? What are the characteristics of those archtypes? What makes a good or bad DM (someone whose game is worth playing in). Help them understand the challenge and view from the other side of the screen, but not from the point of view of "this is what a DM wants to tell his players." And think about a structure for the book that answers player how-to questions. How do you identify the things that you need to enjoy your game more, and what are some strategies for getting that out of the game? How do you make combat more interesting? How do you find more opportunities for role playing? How do you help the DM shape the story arc of the game? In the end, I'll bet we would all agree that the players that will read this book are the players who are already good players -- they're our allies at the table, the players we depend upon for one thing or another in the game. OHHH, and another thought -- something I've been talking about with a player in my current game. What about some chapters on being a good PARTY. Something for the group, not for the individual. The conversation with my player has me thinking a bit about paranoia, which (at least, in the old days when I played the original version) gave every character a position, an office to perform. There are obvious roles that players and characters should fill, and the players ought to be encouraged to accept the roles that suit their characters and themselves, to rotate those around as necessary, and to respect the roles that other players and characters will play. I mean, a party will need a healer, a tank, a scout, a faceman, and often it would help if there were a leader. A table of players needs to have a bookkeeper, a notetaker (historian), a mapkeeper, etc. Wow. This post is too long. All I'm really trying to suggest is that it will help to shift the focus of the discussion away from what the DMs in us would like to tell our players (or would like to beat into their pointy little heads) and towards a presentation that is much more focused on what the player sees from his or her side of the screen, and how the player can do more to enjoy his or her own game experience, and the game experience of the rest of the table. [/QUOTE]
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