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<blockquote data-quote="kitsune9" data-source="post: 5871199" data-attributes="member: 18507"><p>These are common communication issues. We have three parts--the communicator (DM), the channel (the method of communication), and the receiver (the players). We can have problems arise with any or all three parts which can make the dissemination of obvious facts to the players a difficult task.</p><p></p><p>As DM, we need to be sure to be organized in our thoughts and how we present our information. Sometimes we think from behind the screen, that if I give the players Fact A, then provide Fact B, that should immediately allow them to come up with conclusion to Fact C. However, if I presented Fact B first, presented extraneous information, and then Fact A, that may not the most effective way to communicate.</p><p></p><p>The channel is important because if I'm using my voice or passing written notes, there shouldn't be any interference. For example, as a DM, when I am reading box text or giving a description, everyone should be paying attention to me. If there's talking, the TV is playing in the background, or other distractions, then there's "interference" in the channel. </p><p></p><p>Lastly, for the receivers, the players should be focused, but it's really how vested they are in the adventure in the whole. I have two players whom I will call John and Jake. John writes very detailed notes of every encounter, NPC, location, etc. However, John's problem is that he's so focused on writing down the details, he never goes back or refers to his notes. So he hears the information, writes it down, but doesn't assimilate it. Jake doesn't write down any notes other than maybe an NPC name and the names of everyone who gets killed in the party. He roleplays the encounters, but once the encounter is over, he promptly forgets and rolls into the next encounter. He's the kind of guy in that if I just had one encounter after another with no story to go with it, it wouldn't faze him. My other players go off memory. So if I introduce Fact A in the beginning of the adventure and Fact B in the next session, then it's unlikely that anyone will draw a reasonable conclusion.</p><p></p><p>So here's what I do to "help".</p><p></p><p>1. Ensure that all the clues that need to be found are found within one session, usually in one encounter works better. For example, if you have two clues - finding tracks and a witness - allow the players to find those, but nothing else.</p><p></p><p>2. Don't throw red herrings or any other information at the players. Don't feed on their own misgivings either. Unless you got Sherlock Holmes or players who are good at logic puzzles, red herrings will likely derail your game than just adding spice. Players have a knack for creating their own red herrings. I ran a city adventure in which the players had three leads. Whenever they asked me questions that could potentially lead to some kind of fourth lead or meaningless investigation, my answer was always, "Nothing conclusive." or "You find nothing for that".</p><p></p><p>3. Reiterate the information and sum it up if you have to. It's okay to say at the end of an encounter, "Okay, you've exhausted your other avenues of investigation. So far, the only clues that stand out to you from your investigation are the tracks and the witness. What do you do?"</p><p></p><p>Happy Gaming!</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5871199, member: 18507"] These are common communication issues. We have three parts--the communicator (DM), the channel (the method of communication), and the receiver (the players). We can have problems arise with any or all three parts which can make the dissemination of obvious facts to the players a difficult task. As DM, we need to be sure to be organized in our thoughts and how we present our information. Sometimes we think from behind the screen, that if I give the players Fact A, then provide Fact B, that should immediately allow them to come up with conclusion to Fact C. However, if I presented Fact B first, presented extraneous information, and then Fact A, that may not the most effective way to communicate. The channel is important because if I'm using my voice or passing written notes, there shouldn't be any interference. For example, as a DM, when I am reading box text or giving a description, everyone should be paying attention to me. If there's talking, the TV is playing in the background, or other distractions, then there's "interference" in the channel. Lastly, for the receivers, the players should be focused, but it's really how vested they are in the adventure in the whole. I have two players whom I will call John and Jake. John writes very detailed notes of every encounter, NPC, location, etc. However, John's problem is that he's so focused on writing down the details, he never goes back or refers to his notes. So he hears the information, writes it down, but doesn't assimilate it. Jake doesn't write down any notes other than maybe an NPC name and the names of everyone who gets killed in the party. He roleplays the encounters, but once the encounter is over, he promptly forgets and rolls into the next encounter. He's the kind of guy in that if I just had one encounter after another with no story to go with it, it wouldn't faze him. My other players go off memory. So if I introduce Fact A in the beginning of the adventure and Fact B in the next session, then it's unlikely that anyone will draw a reasonable conclusion. So here's what I do to "help". 1. Ensure that all the clues that need to be found are found within one session, usually in one encounter works better. For example, if you have two clues - finding tracks and a witness - allow the players to find those, but nothing else. 2. Don't throw red herrings or any other information at the players. Don't feed on their own misgivings either. Unless you got Sherlock Holmes or players who are good at logic puzzles, red herrings will likely derail your game than just adding spice. Players have a knack for creating their own red herrings. I ran a city adventure in which the players had three leads. Whenever they asked me questions that could potentially lead to some kind of fourth lead or meaningless investigation, my answer was always, "Nothing conclusive." or "You find nothing for that". 3. Reiterate the information and sum it up if you have to. It's okay to say at the end of an encounter, "Okay, you've exhausted your other avenues of investigation. So far, the only clues that stand out to you from your investigation are the tracks and the witness. What do you do?" Happy Gaming! [/QUOTE]
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