Better Gming - through negative reinforcement!

Altin

First Post
So I'm the suckiest Gm that ever Gm'd suckily.

Well, perhaps not quite that bad but I do have a nasty tendency to slip into rolling dice and saying 'you take X damage' instead of saying 'The dragon's maw closes on your shield painfully and its claws rip through your armour as if it were paper. You take X damage' which I think is a rather better way of handling combat in my opinion. But as aware as I am of the flaw in my technique, I often find myself doing it out of habit, especially now with D20's emphasis on tactical combat.

However, I think I might have come upon a cure -- essentially, every time I don't describe an action in visual terms, the player who points this out to me gets some sort of minor reward which then serves as a reminder to me not to do it again (a bit like Pkitty's 'paying the pig' only for the Gm). As I like to use Swashbuckling cards in my game, I was thinking I might give one out every time I do it but a really minor XP reward or something like that might also work (what are Swashbucking cards? You may well ask. They're a mechanic invented by Barsoomcore and expanded by the good folk of these boards. Check the collected set out on http://barsoom.hyboria.net/Swash.html ).

Now, what I would like is what people think about doing this. Do you think it'd work? If you were a player, how would you feel if a Gm asked you to do this? Also, anyone got any other ways of fixing a habitual flaw in the way you run games?

Yours,
Altin
 

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Altin said:
Now, what I would like is what people think about doing this. Do you think it'd work? If you were a player, how would you feel if a Gm asked you to do this? Also, anyone got any other ways of fixing a habitual flaw in the way you run games?

Yours,
Altin

It's not a flaw. Its a feature. :) Personally i love saying "You take 38 points of damage. And you should be happy, i barely missed confirming that crit."

joe b.
 

Altin said:
So I'm the suckiest Gm that ever Gm'd suckily.

Eh, you're just insecure. STOP BEING SO FRIGGIN' INSECURE, YOU FRAGGIN' IDIOT!!!11!

Well, perhaps not quite that bad but I do have a nasty tendency to slip into rolling dice and saying 'you take X damage' instead of saying 'The dragon's maw closes on your shield painfully and its claws rip through your armour as if it were paper. You take X damage' which I think is a rather better way of handling combat in my opinion. But as aware as I am of the flaw in my technique, I often find myself doing it out of habit, especially now with D20's emphasis on tactical combat.

Personally, I'd find a GM who insisted on describing every attack roll in such florid fashion to be painfully long-winded. Save it for the truly dramatic moments: critical hits, attacks that take someone down, important turning points, etc. By doing this, you also ensure that they really stand out, as they should.

Which doesn't mean you shouldn't also be aware of projecting a sense of excitement or involvement throughout the combat. Just that it doesn't have to involve flowery language; something like "suck up X damage, sucker!" will do fine.
 
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As a player, I have no qualms with asking a dm to describe the damage... either so I have some way of understanding how my character would react, or so I can roleplay the results of the damage more appropriately. If I take a significant amount of damage, or more importantly "wierd" damage (like a rend, an effect, etc) i'll ask for a description.

If I were DMing and concerned i'm getting too much into handing out numbers rather than descriptions and that my players were disliking it- I'd let them know they could ask for descriptions when they want them, and the default without it will often be simply numbers... frankly you'd be surprised by how many players will stick with just getting numbers... listening to descriptions can make them fidget.


Not that that's necessarily a bad thing- but in fast paced combat it sometimes doesn't work well. In a sword fight, often suspense isn't as appropriate as abrupt tragedy.
 

Altin said:
(what are Swashbucking cards? You may well ask. They're a mechanic invented by Barsoomcore and expanded by the good folk of these boards. Check the collected set out on http://barsoom.hyboria.net/Swash.html ).

Hah! I Love these things. They will fit in perfictly with my Slightly Wacked Game Group.

But Anyway, Altin, Just because you don't cinematicly discribe every slash and parry doesn't make you a bad DM. I tend to just spout out numbers myself ("Russ, you take 12"), saving the discriptive stuff for criticals and such. It moves combat along at a faster pace.
 

Re: Re: Better Gming - through negative reinforcement!

hong said:



Personally, I'd find a GM who insisted on describing every attack roll in such florid fashion to be painfully long-winded. Save it for the truly dramatic moments: critical hits, attacks that take someone down, important turning points, etc. By doing this, you also ensure that they really stand out, as they should.

I find it hard to describe hits in a hit point system. It goes to:

youre hurt, youre hurt bad, youre hurt real bad, youre unconscious from the wounds, youre dead.

Aaron.
 

Re: Re: Re: Better Gming - through negative reinforcement!

jester47 said:
I find it hard to describe hits in a hit point system.
Nah, dude.

"You're stunned for a second by her powerful backhand, but you shake it off and deflect her second attack."

"You give him a terrible cut in his leg. He hobbles and lashes out with the last of his strength!"

"The creature ignores you as your sword bounces off its carapace. Its massive pincer reach forward and..."

Piece of cake.
 

Those Swashbuckling cards are great...

I wonder what it would cost to get them printed professionally...

--sam
 

lalato said:
Those Swashbuckling cards are great...

I wonder what it would cost to get them printed professionally...
Stand by. I have a set of PDFs that are formatted for those perforated business card sheets. Buy a pack of those sheets, fire up your printer and boom! instant stack of neat-as-you-please swashbuckling cards.

I'll be posting the PDFs in the next few days. Stand by...
 

Re: Re: Better Gming - through negative reinforcement!

hong said:
Personally, I'd find a GM who insisted on describing every attack roll in such florid fashion to be painfully long-winded.
Right. After all, dude points stand for so much more things than just the capacity to shrug off damage. And a real dude can easily take some "damage" without breaking a sweat. So details aren't always necessary.

On the other hand, dudeness sufficient to avoid bodily harm by merit of signifying the other guy that he just doesn't have the chuzpe to hurt you by doing nothing but standing there and looking him in the eye like a real due, calls for a good description as well.

After all, it is just another metaphors for using up your hit points...
 

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