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Game problems that are really Player/DM problems
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<blockquote data-quote="ST" data-source="post: 2057643" data-attributes="member: 14053"><p>On the other hand, I think if a system encourages certain behavior, then the system is at least partially responsible. If D&D 3.x didn't have a lot of rules that encouraged careful tactical planning of moves, obviously the players wouldn't focus on them.</p><p></p><p>I don't even think the things you mention as "problems" are such, they're differences in preferences. If a group wants to play a heavily tactical game with little in-character dialog, that's cool. It's only a problem when the group's not all on the same page.</p><p></p><p>I do think that D&D is vulnerable to this kind of situation, because it's the "blind men and the elephant" situation. When someone says "Hey, let's play D&D", without a fair amount of additional discussion about expectation, every person in the group could think they're sitting down to play a different game. </p><p></p><p>For example, some DMs adjudicate social interactions based on how the skill rolls come out, while others have the player act out the interaction in character and decide based on that how things turn out. </p><p></p><p>There is one thing you can count on in D&D no matter whether you know the group's social contract or not, though: Knowing the combat rules well, building your character to suit, and playing with a tactical mindset = "success". So is it any wonder that a lot of players fall back to this behavior?</p></blockquote><p></p>
[QUOTE="ST, post: 2057643, member: 14053"] On the other hand, I think if a system encourages certain behavior, then the system is at least partially responsible. If D&D 3.x didn't have a lot of rules that encouraged careful tactical planning of moves, obviously the players wouldn't focus on them. I don't even think the things you mention as "problems" are such, they're differences in preferences. If a group wants to play a heavily tactical game with little in-character dialog, that's cool. It's only a problem when the group's not all on the same page. I do think that D&D is vulnerable to this kind of situation, because it's the "blind men and the elephant" situation. When someone says "Hey, let's play D&D", without a fair amount of additional discussion about expectation, every person in the group could think they're sitting down to play a different game. For example, some DMs adjudicate social interactions based on how the skill rolls come out, while others have the player act out the interaction in character and decide based on that how things turn out. There is one thing you can count on in D&D no matter whether you know the group's social contract or not, though: Knowing the combat rules well, building your character to suit, and playing with a tactical mindset = "success". So is it any wonder that a lot of players fall back to this behavior? [/QUOTE]
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