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Grey beard culture question about critical role
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<blockquote data-quote="Celebrim" data-source="post: 8676708" data-attributes="member: 4937"><p>It's not the voices I'm talking about. Voices are great, and as a GM I could really use to work on my voices more. But that's not the sum of skilled play any more than "solve the problems via thinking and interacting with the environment rather than engaging the mechanics" is the sum of skilled play. Just being a GM involves lots of hats and lots of opportunities to do something well - whether world building, refereeing, story telling, memorable NPCs, humor, great dungeon designs, pacing, etc. - so does being a player involve lots of different skills that you can cultivate that enhance you own enjoyment of the game and critically also the enjoyment of everyone else at the table.</p><p></p><p>I'm not really a CR fan because I'd rather play games than watch other people do it, but one thing I see them doing is leaning into to each other's stories and giving each other dramatic spotlight. It's not just that they are good with the voices, but they also have that story-telling improv that probably comes from theater game training that is often really underdeveloped in players that just came at RPGs as wargames and rarely got out of processes of play that solely interact with the rules or rarely treat the fun as anything more than using tactics to kill things and then taking their stuff.</p><p></p><p>They are a really good group. Yes, they have a lot of the flaws I see in a lot of players which makes me feel better about the groups I play with, but they are also good players. Matt Mercer gets a lot of the credit, but he couldn't do what he does if he didn't have players that were open to creating story.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8676708, member: 4937"] It's not the voices I'm talking about. Voices are great, and as a GM I could really use to work on my voices more. But that's not the sum of skilled play any more than "solve the problems via thinking and interacting with the environment rather than engaging the mechanics" is the sum of skilled play. Just being a GM involves lots of hats and lots of opportunities to do something well - whether world building, refereeing, story telling, memorable NPCs, humor, great dungeon designs, pacing, etc. - so does being a player involve lots of different skills that you can cultivate that enhance you own enjoyment of the game and critically also the enjoyment of everyone else at the table. I'm not really a CR fan because I'd rather play games than watch other people do it, but one thing I see them doing is leaning into to each other's stories and giving each other dramatic spotlight. It's not just that they are good with the voices, but they also have that story-telling improv that probably comes from theater game training that is often really underdeveloped in players that just came at RPGs as wargames and rarely got out of processes of play that solely interact with the rules or rarely treat the fun as anything more than using tactics to kill things and then taking their stuff. They are a really good group. Yes, they have a lot of the flaws I see in a lot of players which makes me feel better about the groups I play with, but they are also good players. Matt Mercer gets a lot of the credit, but he couldn't do what he does if he didn't have players that were open to creating story. [/QUOTE]
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