jim pinto said:this article was submitted to shadis LONG ago... and it presents an excellent alternative to the event-driven story...
Did you work for Shadis? I wasn't aware that this article had ever made it into print...
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jim pinto said:this article was submitted to shadis LONG ago... and it presents an excellent alternative to the event-driven story...
I've had a player not too long ago who had a bad case of ADHD. There was no hope for him no matter what we tried. So a book such as this would do nothing for him.
As weeks went by, he learned more and more, but just couldn't get up to speed.
nyrickgrant said:Yes, Steve, Jim did work there. I remember corresponding with him years ago. Nice to see you here, Jim.
Thank you for dredging my drek back up from the pits. It seems I could string a thought together back in the day.
D&D among friends will always be better than the game played by strangers who believe it can be won or lost. Wishing you all great gaming.
Rick.
Joshua Randall said:I'm posting to remind myself to dig up a (fairly) recent issue of Dungeon magazine in which Monte Cook describes "the perfect player". Could be useful to compare notes with that article.
Eh... really, it was just a paraphrase of an interview with me!I'm posting to remind myself to dig up a (fairly) recent issue of Dungeon magazine in which Monte Cook describes "the perfect player". Could be useful to compare notes with that article.
Joshua Randall said:I'm posting to remind myself to dig up a (fairly) recent issue of Dungeon magazine in which Monte Cook describes "the perfect player". Could be useful to compare notes with that article.
BlueBlackRed said:Week after week went by and there wasn't a single session where he didn't slow down the game, spending minutes to figure out his PC's BAB, spell, or other action. And of course his PC was totally innefectual as anything other than a target during combat.
And when role-playing was being done, he just kind of sat there quietly listening unless I, the DM, prompted him for something. This is understandable to a point, because we all have to start somewhere.
As weeks went by, he learned more and more, but just couldn't get up to speed. And eventually he left for unrelated reasons. Several of our group were glad to see him go.
But a player's help book would have been perfect for this guy to at least set him on a path that would get him more enjoyment out of the game and to help him understand why the other players would get frustrated with him.
Well even if the player help guide never gets made, I'm still going to do some kind of new-player write up for my group (with their input of course).Dr. Awkward said:Hmm...that's interesting. Perhaps an article on "what you're here to do" would be a benefit to people who are new to the game...
LostSoul said:If the DM already has the beginning, middle, and end of his story written out, those events are going to happen no matter what choices you make.
LostSoul said:This is important to understand where I'm coming from. Forever, I've felt like I've been railroading in ever campaign I've been in. I'd write "the plot", and if the PCs did something I didn't expect, I'd roll with it no problem. But I became good enough at it (or my players felt like they had to/wanted to do what I had planned) that what I had written up was exactly what came out in play.
So I'd get frustrated with myself (and, in weaker moments, my players) but I had no idea how to do anything differently. I wanted the players to tell me their stories, but how does that happen?
Joshua Randall said:Monte Cook's "perfect player" article is in the October 2004 issue of Dungeon magazine (#115). You should be able to get back issues from www.paizopublishing.com
To paraphrase, the perfect player...
* pays attention
* is interested in the DM's world
* is familiar with the rules, but lets the DM have the final say
* helps other players but doesn't boss them around
* doesn't try to force his style of play on others
* doesn't hog the limelight
* doesn't bring the game to a standstill by not knowing what his character wants to do
* doesn't wander away from the table mid-game
* doesn't forget stuff at home or have to keep borrowing stuff (books, dice)
* respects the game location (i.e., is a good houseguest)
I bolded the ones that I think are most important.
= = =
Someone mentioned Monte Cook's article about table rules. That is in the December 2004 issue of Dungeon (#117).
nyrickgrant said:Thank you for dredging my drek back up from the pits.
nyrickgrant said:Great conversation here. The only thing I can add is that I have found that players and GMs are neither good nor bad but that the group makes them so. I have had the worst trouble finding a group to play with these last few years and it pains me greatly. I remember the great games we played in the past. It wasn't just because the adventures were well planned and expertly run or that the characters were all played in high style, but rather because we were all friends. Everyone wanted everyone else to have a great time and we all worked hard to make sure that happened. (Steve: I'm not necessarily referring here to the games my little brother participated in)
D&D among friends will always be better than the game played by strangers who believe it can be won or lost. Wishing you all great gaming.
Rick.