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<blockquote data-quote="Grogg of the North" data-source="post: 6005224" data-attributes="member: 6682960"><p>I'm okay for any setting. I've mostly played fantasy though. </p><p></p><p></p><p></p><p>Story and Character Growth are my preferences.</p><p> </p><p></p><p></p><p>Of course! One of the coolest thing I've had a GM do is do write ups between sessions. We only played every other week and they were great to remind people what had happened and get revved up for the next session. </p><p></p><p>And I have an ... interesting habit of latching onto NPCs and making them part of my character's story. </p><p> </p><p></p><p></p><p>I'm mostly a Narrativist. </p><p></p><p></p><p></p><p>Everyone, including the GM, at the table having fun.</p><p></p><p></p><p> </p><p>6 or less players and a GM. More than 6 players and I've found it gets unruly.</p><p></p><p></p><p> </p><p>Like a round robin GM style? I've never tried that but I'd be up for it. </p><p></p><p></p><p></p><p>A mix please! Sometimes its nice to just steam roll over the opposition and other times its really great when the battle is tense and you're hoping for that critical that will swing the battle in your favor. But if every battle results in the PCs running for the lives, it gets old REALLY fast. </p><p> </p><p></p><p></p><p>See my response in the other thread.</p><p> </p><p></p><p></p><p>It is the responsibility of the GM to make sure the players adequately understand the world. Punishing players because they made a wrong assumption about the game world isn't clever, its petty and its a clear sign that you have a communications problem. For instance, if the players are going to try to stealthily infiltrate a fort, and its the middle of the day, asking "Why do you think the guards won't see you?" will reveal that the players think its night.</p><p> </p><p></p><p> </p><p>They become an NPC under the party's control. Any consumables (potions, scrolls, whatever) are restored to their inventory when the player returns. As an NPC they cannot die but they get knocked out. </p><p></p><p></p><p></p><p>I'm up for anything. </p><p> </p><p></p><p> </p><p>As a GM, I let the players decide which way to go and I prepare from there. </p><p></p><p>As a PC, I don't mind being on rails so long as I can hop off them from time to time. </p><p></p><p></p><p> </p><p>I don't mind role-playing the shopping and social interaction. Some of my favorite memories are from those times. But I hate sitting around the table while a player flips through books asking if a set of gloves or boots are for sale.</p><p></p><p></p><p></p><p>It's probably the best time to discuss them in my opinion.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6005224, member: 6682960"] I'm okay for any setting. I've mostly played fantasy though. Story and Character Growth are my preferences. Of course! One of the coolest thing I've had a GM do is do write ups between sessions. We only played every other week and they were great to remind people what had happened and get revved up for the next session. And I have an ... interesting habit of latching onto NPCs and making them part of my character's story. I'm mostly a Narrativist. Everyone, including the GM, at the table having fun. 6 or less players and a GM. More than 6 players and I've found it gets unruly. Like a round robin GM style? I've never tried that but I'd be up for it. A mix please! Sometimes its nice to just steam roll over the opposition and other times its really great when the battle is tense and you're hoping for that critical that will swing the battle in your favor. But if every battle results in the PCs running for the lives, it gets old REALLY fast. See my response in the other thread. It is the responsibility of the GM to make sure the players adequately understand the world. Punishing players because they made a wrong assumption about the game world isn't clever, its petty and its a clear sign that you have a communications problem. For instance, if the players are going to try to stealthily infiltrate a fort, and its the middle of the day, asking "Why do you think the guards won't see you?" will reveal that the players think its night. They become an NPC under the party's control. Any consumables (potions, scrolls, whatever) are restored to their inventory when the player returns. As an NPC they cannot die but they get knocked out. I'm up for anything. As a GM, I let the players decide which way to go and I prepare from there. As a PC, I don't mind being on rails so long as I can hop off them from time to time. I don't mind role-playing the shopping and social interaction. Some of my favorite memories are from those times. But I hate sitting around the table while a player flips through books asking if a set of gloves or boots are for sale. It's probably the best time to discuss them in my opinion. [/QUOTE]
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