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General Tabletop Discussion
*Dungeons & Dragons
How do people play so quickly? (# of sessions per adventure?)
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<blockquote data-quote="bloodtide" data-source="post: 9037416" data-attributes="member: 6684958"><p>It's all about focus, drive and will power. </p><p></p><p>Far too many gamers are casual: show up whenever they feel like it, goof around non stop, watch you tube videos, make jokes, take like two hour to order, get and eat food, and then oh, lastly play the game a tiny bit. And for a lot of people this is a "great night": they goofed around and relaxed for five hours and rolled a d20 three times so they "played the game".</p><p></p><p>So long, long ago....I started to weed players out. You can't show up on time: you can stay home. You want to goof off: you can stay home. You want to watch you tube: stay home. </p><p></p><p>Then I moved on to the game itself. I expect players to know the game rules, house rules, setting, history, and general knowledge. You also must show up with everything to play. Again more weeding out: You forgot your character: well no game for you. You can't be bothered to look up the game rules for your spells: goodbye.</p><p></p><p>My houserules are super harsh. You may not ask the DM any questions during the game about metagame things. Ask me what a spell does or even for a "clarification" on what a spell does and I will send you home. Wait until we are mid game to ask some crazy rule question: you are gone. It is harsh: but it does go along with "learn the rules before the game starts". And AND if you have the slightest question or wonder about something ASK me before the game. Really...this does work out so well.</p><p></p><p>When we get into action or combat, I have a simple three second rule. When asked what action your character takes: you tell me the action in less then three seconds and/or take the action. If you even start to say "um...dm, what about" then BAM your character stands in place confused for that whole round. </p><p></p><p>And should a player DARE to ask if they "can do something" or "if something will work" they are lucky their character does not stand confused for the whole encounter. This is a big houserule of mine. Ask three time "uuuuuu...DM can my character jump over the pit?" and I'll just say "rocks fall on your character and they die. Leave, nice knowing you."</p><p></p><p>The end result, plus my other houserules to get rid of problem players, is that the only players in my games are the hard core fast gamers that want to game.</p><p></p><p>Then, as DM, I Railroad the game along.</p><p></p><p>And put a huge effort into teaching the players : basic common sense, history, basic survival, basic life skills, philosophy, basic science, basic biology, wisdom, and a great many other things...mostly with a 'fictional spin'. </p><p></p><p></p><p>And then with hard core fast knowledgeable gamers we can zip through games by not having any slow spots. We still game a ton, and role play a ton. But the players will never even slow down even if "they are not sure of what to do" or such. Most often they will do a "standard move", even if they are not sure of what to do, to keep the game moving.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9037416, member: 6684958"] It's all about focus, drive and will power. Far too many gamers are casual: show up whenever they feel like it, goof around non stop, watch you tube videos, make jokes, take like two hour to order, get and eat food, and then oh, lastly play the game a tiny bit. And for a lot of people this is a "great night": they goofed around and relaxed for five hours and rolled a d20 three times so they "played the game". So long, long ago....I started to weed players out. You can't show up on time: you can stay home. You want to goof off: you can stay home. You want to watch you tube: stay home. Then I moved on to the game itself. I expect players to know the game rules, house rules, setting, history, and general knowledge. You also must show up with everything to play. Again more weeding out: You forgot your character: well no game for you. You can't be bothered to look up the game rules for your spells: goodbye. My houserules are super harsh. You may not ask the DM any questions during the game about metagame things. Ask me what a spell does or even for a "clarification" on what a spell does and I will send you home. Wait until we are mid game to ask some crazy rule question: you are gone. It is harsh: but it does go along with "learn the rules before the game starts". And AND if you have the slightest question or wonder about something ASK me before the game. Really...this does work out so well. When we get into action or combat, I have a simple three second rule. When asked what action your character takes: you tell me the action in less then three seconds and/or take the action. If you even start to say "um...dm, what about" then BAM your character stands in place confused for that whole round. And should a player DARE to ask if they "can do something" or "if something will work" they are lucky their character does not stand confused for the whole encounter. This is a big houserule of mine. Ask three time "uuuuuu...DM can my character jump over the pit?" and I'll just say "rocks fall on your character and they die. Leave, nice knowing you." The end result, plus my other houserules to get rid of problem players, is that the only players in my games are the hard core fast gamers that want to game. Then, as DM, I Railroad the game along. And put a huge effort into teaching the players : basic common sense, history, basic survival, basic life skills, philosophy, basic science, basic biology, wisdom, and a great many other things...mostly with a 'fictional spin'. And then with hard core fast knowledgeable gamers we can zip through games by not having any slow spots. We still game a ton, and role play a ton. But the players will never even slow down even if "they are not sure of what to do" or such. Most often they will do a "standard move", even if they are not sure of what to do, to keep the game moving. [/QUOTE]
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