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Burning Questions: How Do You Deal With Ludicrous Players?
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<blockquote data-quote="pemerton" data-source="post: 7760688" data-attributes="member: 42582"><p>I've deleted your "thanks to the OSR" - the best late 70s/early 80s advice (eg Gygax in the closing pages of his PHB; Lew Pulsipher in White Dwarf) is coherent advice intended to help people play a certain sort of game (ye olde classic dungeoneering).</p><p></p><p>Even if you're not into that sort of game (I'm not very much) it can still be helpful, if only for helping to make it clear how various subsystems of a game relate to that goal of play (and hence may be dispensable, if not actively in need of cutting, if the goal is different).</p><p></p><p>With some exceptions (eg Over the Edge, Maelstrom Storytelling) it's not so much that it's un-hip as that it's bad!</p><p></p><p>As part of the whole "illusionistic turn", there is this hesitation to actualy talk about the game as a game that people play with certain goals or experiences in mind. The adivce to players in the 2nd ed AD&D PHB, for instance, would be more coherent and hence more usable if it came right out and said that the players job is to emote his/her PC (in a manner consistent with ability scores, race and alignment) while learning from the GM what is actually happening to that PC!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7760688, member: 42582"] I've deleted your "thanks to the OSR" - the best late 70s/early 80s advice (eg Gygax in the closing pages of his PHB; Lew Pulsipher in White Dwarf) is coherent advice intended to help people play a certain sort of game (ye olde classic dungeoneering). Even if you're not into that sort of game (I'm not very much) it can still be helpful, if only for helping to make it clear how various subsystems of a game relate to that goal of play (and hence may be dispensable, if not actively in need of cutting, if the goal is different). With some exceptions (eg Over the Edge, Maelstrom Storytelling) it's not so much that it's un-hip as that it's bad! As part of the whole "illusionistic turn", there is this hesitation to actualy talk about the game as a game that people play with certain goals or experiences in mind. The adivce to players in the 2nd ed AD&D PHB, for instance, would be more coherent and hence more usable if it came right out and said that the players job is to emote his/her PC (in a manner consistent with ability scores, race and alignment) while learning from the GM what is actually happening to that PC! [/QUOTE]
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