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Can my table focus on making things fun instead of optimizing?
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<blockquote data-quote="Rod Staffwand" data-source="post: 6424179" data-attributes="member: 6776279"><p>As a DM you have to stress INTERACTION with your players:</p><p></p><p>If they're primarily interested in gaining XP for their PCs, give them options for getting that XP. Do they want to fight the dragon or protect the kingdom from the demon invasion? Never just give them a clear path of steady XP accumulation, either, with encounters carefully modulated to their level. Force them to find level-appropriate encounters on their own.</p><p></p><p>Do they want specific magic items as part of their build? Don't just hand them out or let the PCs buy them, make the PCs quest for them.</p><p></p><p>Learn to give them choices in play: a choice between good options (such as their choice of a single treasure from a hoard) or between bad options (getting into the necromancer's lair requires sacrificing magic items to the enchanted door or giving up all ability to recover hit points while inside).</p><p></p><p>Encourage them to set their own goals in character. Let them go off the adventure rails and find the plot hooks that interest them.</p><p></p><p>As long as the players are making choices and not merely going through the motions of gaining XP to level, they're playing the game.</p><p></p><p>On the subject of NPC names, I've had the same problem in these years of full-blown adult responsibilities. I've thrown in the towel and don't even give NPC names anymore unless the players ask. I use "the king" or "the village priestess" or "the Knight of Blades" designations for the most part.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6424179, member: 6776279"] As a DM you have to stress INTERACTION with your players: If they're primarily interested in gaining XP for their PCs, give them options for getting that XP. Do they want to fight the dragon or protect the kingdom from the demon invasion? Never just give them a clear path of steady XP accumulation, either, with encounters carefully modulated to their level. Force them to find level-appropriate encounters on their own. Do they want specific magic items as part of their build? Don't just hand them out or let the PCs buy them, make the PCs quest for them. Learn to give them choices in play: a choice between good options (such as their choice of a single treasure from a hoard) or between bad options (getting into the necromancer's lair requires sacrificing magic items to the enchanted door or giving up all ability to recover hit points while inside). Encourage them to set their own goals in character. Let them go off the adventure rails and find the plot hooks that interest them. As long as the players are making choices and not merely going through the motions of gaining XP to level, they're playing the game. On the subject of NPC names, I've had the same problem in these years of full-blown adult responsibilities. I've thrown in the towel and don't even give NPC names anymore unless the players ask. I use "the king" or "the village priestess" or "the Knight of Blades" designations for the most part. [/QUOTE]
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Can my table focus on making things fun instead of optimizing?
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