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  1. The Shaman

    GM-player Communication vs. Metagaming

    I really think I've answered this question already. In my reply, I specifically referred to the example as "hypothetical," as in, at any table at which I've personally played. I've been reflecting on my experience here at EN World for the past couple of months, and I came to a conclusion the...
  2. The Shaman

    GM-player Communication vs. Metagaming

    If I've explained the situation, set the minis out, drawn a map and a sketch, answered any and all questions, and the player still doesn't get it? Then it doesn't matter, 'cause I quit. Seriously, there's nothing about this hypothetical that strikes me in the least bit plausible.
  3. The Shaman

    GM-player Communication vs. Metagaming

    Just out of curiosity, where are the other players in this scenario? Why aren't they looking out for each other?
  4. The Shaman

    GM-player Communication vs. Metagaming

    No, the key words are "should ask." Again, I'll go over the specifics of something as much or as little as the players want. I have maps and diagrams and pictures and miniatures to illustrate the scene, and I'll whip up a sketch if something still isn't clear. It's a description of a room, not...
  5. The Shaman

    DM - Adversarial or Permissive?

    Elf Witch, it's not often you and I agree, but in this we are in complete accord. Especially that last line.
  6. The Shaman

    DM - Adversarial or Permissive?

    Y'know, you could just have it drop near them if they're contemplating something stupid, as a warning from the gods. Player 1: "Forget sneaking in! Let's just rush the gate!" Referee: "FWOOOOOSH! BOOM!" Player 1: "Another haycart?" Player 2: "Seriously, you are just not cut out to play the...
  7. The Shaman

    GM-player Communication vs. Metagaming

    Exactly. If the players aren't sure about something, they should ask. I'm happy to give them all the description they want, put minis on the table, draw a sketch, show them a picture - whatever helps to frame it in their minds. But they need to take the initiative to ask, and they are...
  8. The Shaman

    DM - Adversarial or Permissive?

    Don't expect. React.
  9. The Shaman

    DM - Adversarial or Permissive?

    Telling the player that, if his character flees, he may as well roll a new character, is not how I would handle it myself. Let the player make his choice, let the other players make theirs, then assess the outcome. Other than that, I agree that giving the player hints is not a style of play...
  10. The Shaman

    DM - Adversarial or Permissive?

    If your players aren't having fun, you may be playing with the wrong players.
  11. The Shaman

    GM-player Communication vs. Metagaming

    EN World is representative of jack and :):):):).
  12. The Shaman

    GM-player Communication vs. Metagaming

    "Often incorrect?" Man, I'm so tired of "blame the referee" :):):):):):):):).
  13. The Shaman

    Ashamed of being a Gamer?

    This is why you have children, 'cause no one bats an eye if you're playing action figures with your kids. ;)
  14. The Shaman

    Ashamed of being a Gamer?

    Only when I read some of the :):):):) that gets posted on message boards.
  15. The Shaman

    Variety of "Old Schools"

    That was how I ran 3e as well - I just eyeballed everything.
  16. The Shaman

    GM-player Communication vs. Metagaming

    You sleep in the bed you make.
  17. The Shaman

    Variety of "Old Schools"

    I like systems that provide a robust framework which facilitates judgement calls. Same here. In my experience, "swashbuckling action, intrigue, [and] interesting characters" are not the opposite of, or opposed to, "dungeoncrawling." There's no reason at all you can't have both in that hole in...
  18. The Shaman

    "I don't like my Christmas present" -- do you enjoy getting treasure?

    Except when I played D&D, spells gained on leveling up were random, not selected. No, it really isn't.
  19. The Shaman

    "I don't like my Christmas present" -- do you enjoy getting treasure?

    The assumption here seems to be that the referee is placing treasures he thinks the players will want, rather than placing treasures randomly or by what makes sense in the context of the game-world. This idea that treasure is something the players are expected to get in x amounts and that...
  20. The Shaman

    Variety of "Old Schools"

    Couple o' thoughts. For me, the most basic dividing line in tabletop roleplaying game design is pre-Dragonlance and post-Dragonlance. It's the difference between, "Hey kids, let's pretend to be elves!" and, "Hey kids, let's tell an epic story about elves!" Hate is too strong a word to use for...
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