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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="Hussar" data-source="post: 6406213" data-attributes="member: 22779"><p>Really? Why?</p><p></p><p>To me, this is the sort of discussions that <em>should</em> be going on around every gaming table. So much time gaming is wasted on poor games that go nowhere and fall apart. And they fall apart for any number of reasons, but, one of the biggies is a mismatch in play style in the group. A lack of communication between everyone at the table is probably responsible for more frustrated gamers and people dumping the hobby than anything else. </p><p></p><p>I look at it like this. An average campaign lasts about a year (yes, yes, I know your game lasts for decades, but, bear with me, I'm painting with a broad brush here), which means about 45 sessions. Give or take. Figure four hours per session and you're looking at almost a 200 hour investment of your free time. Everyone at that table is putting in a HUGE investment into the game. Sure, the DM puts in more time, but, really, at that point, who cares? Everyone's putting in lots and lots of time into this game. </p><p></p><p>To put it in perspective, on average, you can learn a new language in about 200 hours of instruction. (It varies depending on your native tongue and what language you are trying to learn, but, 200 hours is a decent benchmark) Heck, 200 hours is probably far more time than you spent learning a given subject in school in a given year. And we're expecting 3-7 people to be able to make this investment and stick to it.</p><p></p><p>That means that there has to be a lot of feeling things out before you start. Just jumping in and playing is a recipe for failed campaign after failed campaign. If you want someone to sit down for two hundred hours and do something, they bloody well be pretty invested in it if you want success.</p><p></p><p>So, I look at threads like this and wonder why these sorts of issues aren't being discussed in rule books. We spend thirty pages detailing different ways of sticking a sword in someone, but, we won't spend a page or three on making the game work for everyone at the table? That's some messed up priorities right there. The players handbook should be about 30% this sort of thread - how to start a group and keep that group happy. </p><p></p><p>It's fantastic advice that isn't given nearly often enough.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6406213, member: 22779"] Really? Why? To me, this is the sort of discussions that [i]should[/i] be going on around every gaming table. So much time gaming is wasted on poor games that go nowhere and fall apart. And they fall apart for any number of reasons, but, one of the biggies is a mismatch in play style in the group. A lack of communication between everyone at the table is probably responsible for more frustrated gamers and people dumping the hobby than anything else. I look at it like this. An average campaign lasts about a year (yes, yes, I know your game lasts for decades, but, bear with me, I'm painting with a broad brush here), which means about 45 sessions. Give or take. Figure four hours per session and you're looking at almost a 200 hour investment of your free time. Everyone at that table is putting in a HUGE investment into the game. Sure, the DM puts in more time, but, really, at that point, who cares? Everyone's putting in lots and lots of time into this game. To put it in perspective, on average, you can learn a new language in about 200 hours of instruction. (It varies depending on your native tongue and what language you are trying to learn, but, 200 hours is a decent benchmark) Heck, 200 hours is probably far more time than you spent learning a given subject in school in a given year. And we're expecting 3-7 people to be able to make this investment and stick to it. That means that there has to be a lot of feeling things out before you start. Just jumping in and playing is a recipe for failed campaign after failed campaign. If you want someone to sit down for two hundred hours and do something, they bloody well be pretty invested in it if you want success. So, I look at threads like this and wonder why these sorts of issues aren't being discussed in rule books. We spend thirty pages detailing different ways of sticking a sword in someone, but, we won't spend a page or three on making the game work for everyone at the table? That's some messed up priorities right there. The players handbook should be about 30% this sort of thread - how to start a group and keep that group happy. It's fantastic advice that isn't given nearly often enough. [/QUOTE]
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