Kamikaze Midget said:If it's not relevant to them and they're bored by it, it won't prompt the party to do anything. If it is relevant and they aren't bored by it, then it isn't a problem, because they will be prompted by it.
From the letter in the column, it looks like the DM did pretty much exactly that: threw out some flavor text, and then got miffed when no one cared about it and cared instead about what the item could do.
Basically, it's the DM's job to make the campaign world interesting for the players (and their characters), and if that's successful, the players and characters will pay attention. If it's not successful, then they won't. And the letter-writer seemed to be griping that they won't pay attention to his. To which the logical response would be: "Make it more interesting, namely, by showing, not telling, making it more relevant to them."
The article writer threw on some "KEWL POWERZ are what's relevant!" nonsense, but the core lesson seems to be "MAKE them pay attention by having it affect them HERE and NOW."
to which I would add, "Some players will pay attention without that, but that probably shouldn't be expected, and should still be earned in the game."
Kamikaze Midget said:If it's not relevant to them and they're bored by it, it won't prompt the party to do anything. If it is relevant and they aren't bored by it, then it isn't a problem, because they will be prompted by it.
Kamikaze Midget said:From the letter in the column, it looks like the DM did pretty much exactly that: threw out some flavor text, and then got miffed when no one cared about it and cared instead about what the item could do.
Basically, it's the DM's job to make the campaign world interesting for the players (and their characters), and if that's successful, the players and characters will pay attention. If it's not successful, then they won't. And the letter-writer seemed to be griping that they won't pay attention to his. To which the logical response would be: "Make it more interesting, namely, by showing, not telling, making it more relevant to them."
The article writer threw on some "KEWL POWERZ are what's relevant!" nonsense, but the core lesson seems to be "MAKE them pay attention by having it affect them HERE and NOW."
to which I would add, "Some players will pay attention without that, but that probably shouldn't be expected, and should still be earned in the game."
Imaro said:First off this isn't how the situation went down. The DM, originally wasn't given a chance to give the players the info...so whether it was relevant or not...they didn't care. How do you get a chance to see if it's relevant if you aren't willing to listen for a second? They only wanted to know what the items did, you might say cool...but another point I'll bring up is two players were listening, so should their enjoyment be ignored for the sake of the others who don't care?
First off this isn't how the situation went down. The DM, originally wasn't given a chance to give the players the info...
so whether it was relevant or not...they didn't care. How do you get a chance to see if it's relevant if you aren't willing to listen for a second?
They only wanted to know what the items did, you might say cool...but another point I'll bring up is two players were listening, so should their enjoyment be ignored for the sake of the others who don't care?
Did you read the same article I did? Nowhere is what was actually said or how it connected to the campaign as a whole listed...and that's one of the reasons I think the advice was ill-informed and probably relevant only in so much as you assume certain conditions exsisted.
I didn't get the make it relevant thing at all. Please show me where in the article it even comes close to making this a point? I think the Kewl Powerz and the game is for the players were the main gist of this article.
The Article (again) said:Dial back a little on the creating and spend more time listening to what players want. Then, when you do create things, you can do it with a good sense of what will interest them instead of what you think will interest them. When you dive into history and backstory in the campaign, don't overdo it. Make it relevant to the characters and their interests, and make it relevant to the mechanics of the game.
Now were getting into what should be "earned in the game". Well I think that a DM whose even trying to tie things in with the present adventure is going to have problems with a group like that. It's different if they listened and, after a minute of irrelevant dialogue, then decided it wasn't relevant, but again that's not what happened. They've already made it up in their minds that the only thing relevant a magic item can offer, is how much of a plus it gives.
I'm all for making things relevant to characters...but I'm also down for, at times, a more freeform type of game where I may throw hints and seeds in their path and they decide what to do with them. I would hate to try that type of game with the players or the author of that article. They'd be the type eventually starring at me slack-jawed...claiming I didn't give them anything to do. I personally believe everyone is equal when it comes to contributing to the game...and that's just how I like to play. YMMV of course.
Kamikaze Midget said:The DM runs the game! He gets to tell the players whatever he wants!
Now, if they aren't interested in the info, he probably shouldn't give it to them just then...wait until it comes up to meet them, so to speak.
People listen to what they consider relevant. The players might not consider the history relevant. At least, until they have a reason to do so.
He's the DM. He can say "Hey, guys, quiet for a minute, there's two people here who want to know more than just what it can do." And then he can reward that behavior.
If he can't even muster the authority to command basic attention when he's speaking, perhaps he shouldn't be a DM in the first place...DMing does take some willingness to direct attention.
Kamikaze Midget said:He said there was a "long paragraph" of history. The majority of people on earth will be bored by listening to a long paragraph of history about some imaginary staff. Unless you're looking to game exclusively with the few that won't be bored by that, you've gotta make it more to-the-point.
Show, don't tell.
Kamikaze Midget said:Let me quote, again, from the final, summary paragraph of the article:
Those are functionally the last sentences of the article, the final impression it hopes to give. I quoted them above. READ THEM.![]()
Kamikaze Midget said:So they're obviously not the kind of people who are inherently interested in the campaign history geekfest. So they'll need other stuff to make them interested in history. If the history provides them with some punch toward their goals, their powers, or their character, then it'll be appreciated. Otherwise, the DM is wasting their time.
Kamikaze Midget said:That's the thing, though -- they decided what to do with the campaign seeds of the history of the item: reject them as irrelevant. They didn't listen. They didn't care. They didn't want it. The DM should not be forcing it on them.
Kamikaze Midget said:They might not stare at you like dumb animals, either. You're judging them based on far, far too limited information here. Which, oddly enough, is exactly the article's problem, too.
two possibilities, depending on how "into" the details of breaking in they are (do the players really want to make a plan out of the raw data or get the data then skip to the exciting part?)delericho said:Actually, on thinking on this some more, I have come up with a conundrum: sometimes, long exposition is both appropriate, and perhaps even necessary.
Consider, for example, the first Mission: Impossible movie, and specifically the section where they break into Langley. Now, in order to run this, the players need a lot of information in order to build their plan. They need to have the floorplans of the place, they need to know about security measures, they need to know the people involved, and so on. And in fact, since they won't know what's relevant and what isn't until their build their plan, they would actually need a lot more than was shown in the film.
But, how does one go about getting that information to them? I mean, I'm a fairly engaging speaker (a useful skill that, and one for which I can thank D&D), but I know that a lot of that is in not going into too much detail, and knowing when to stop speaking. That being the case, I would be very reluctant to just talk through the required data at length.
So, any ideas? Is that scenario just not suitable for gaming? Do the players have to just endure? Can they relied on to be interested by virtue of it being their choice to break in?
You do realize they're in middle school right? That means 6th, 7th and 8th grade. I think your expectations are a little high here.
But again you miss the point...they started talking the minute he mentioned the items description( in fact he didn't even finish it) before it was gimme...gimme...gimme.
Read them and it's funny because the author gives no solid advice about how to make things relevant to players...it's almost like an afterthought, maybe that's why I missed it.
See that's the funny thing about D&D...it probably made this kid think he was going to have adventures and stories like some of his favorite fantasy novels, but there has to be a buy in for that from the players as well. That also should have been addressed as well. The disparity between what is fun for a DM and what is fun for players and finding that medium. You see if people start at this age and figure out DM'ing is all work...no play and no appreciation why would they keep doing it?
Above you were all for the DM forcing things on the player...and now he shouldn't be. Your right they didn't...but my point is what kid will find this fun? He is creating and that's his fun in the game...yet it's irrelevant unless it's the specific fun his friends want. This type of thinking almost makes me want to quit DM'ing...if I had to deal with players who weren't at least, minimally, willing to indulge what makes the game fun for me...I probably would have stopped DM'ing when I first got into D&D and just been a player.
Yeah I said that earlier.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.