GMMichael
Guide of Modos
I'm running a non-D&D online game with a couple of seats open for drop-in players (Roll20), and I'm finding that some players can't quite wrap their heads around a non-D&D rule set. It's more of an issue when play wanders away from role-play and into rules-dense territory, like combat.
If you've GMed other bloodlines of games, like Fate or Dungeon World (or Amber?), how did you help players break out of the D&D mindset?
If you've learned a non-d20-style game as a PC while coming from a D&D background, did you have trouble avoiding old habits? What did you do to overcome them?
If you've GMed other bloodlines of games, like Fate or Dungeon World (or Amber?), how did you help players break out of the D&D mindset?
If you've learned a non-d20-style game as a PC while coming from a D&D background, did you have trouble avoiding old habits? What did you do to overcome them?