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better gaming through chemistry
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<blockquote data-quote="Umbra" data-source="post: 2703227" data-attributes="member: 17086"><p>One aspect I believe needs to be said to both player and DM's is to make more things explicit which is part of the popular 'People, please communicate' you see in any of these discussions. It's easy to think 'oh that's common sense' and not talk about it but one man's common sense is another man's idiocy.</p><p></p><p>I personally think that such a book would be really interesting if done well but I also think that most players wouldn't be interested enough in it to buy it or read it in detail. "I don't need some book to tell me how to play. <em>I know.</em>". Or "I don't have time for that". (No facts here, just my opinion from people I have played with.)</p><p></p><p>It may work if the book was designed so it also showed DM's and those players who do care/read it how they may 'educate' other players although this really needs to look at different approaches for different types of people which is whole 'nother ball game. (eg. the 4MAT system divides people into 4 preference groups like {gross simplification and distortion} those who like to study something, play with something, socialise about something or personalise something in order to learn it.)</p><p></p><p>At one time I set very simple homework for each player. It may have been answer a simple question in character eg who was your childhood hero, or to research and explain a tiny rule subset eg turning. Perhaps something similar could be used: what can your character do to help the group, etc. Getting them to do it however!</p></blockquote><p></p>
[QUOTE="Umbra, post: 2703227, member: 17086"] One aspect I believe needs to be said to both player and DM's is to make more things explicit which is part of the popular 'People, please communicate' you see in any of these discussions. It's easy to think 'oh that's common sense' and not talk about it but one man's common sense is another man's idiocy. I personally think that such a book would be really interesting if done well but I also think that most players wouldn't be interested enough in it to buy it or read it in detail. "I don't need some book to tell me how to play. [I]I know.[/I]". Or "I don't have time for that". (No facts here, just my opinion from people I have played with.) It may work if the book was designed so it also showed DM's and those players who do care/read it how they may 'educate' other players although this really needs to look at different approaches for different types of people which is whole 'nother ball game. (eg. the 4MAT system divides people into 4 preference groups like {gross simplification and distortion} those who like to study something, play with something, socialise about something or personalise something in order to learn it.) At one time I set very simple homework for each player. It may have been answer a simple question in character eg who was your childhood hero, or to research and explain a tiny rule subset eg turning. Perhaps something similar could be used: what can your character do to help the group, etc. Getting them to do it however! [/QUOTE]
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