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DM's: How much do you help out your players in offgame?
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<blockquote data-quote="Beginning of the End" data-source="post: 5337589" data-attributes="member: 55271"><p>Where are the other players in all this? Why aren't they offering their own expertise to help this guy out?</p><p></p><p>(Wait. Let me guess. You've got some table rule about players not controlling another player's PC and you've taken it to an extreme.)</p><p></p><p>My two cents: There's a difference between saying, "Hey. Bill. Your tank's almost empty, you need to buy some gas." And stealing Bill's car.</p><p></p><p>You should be able to make suggestions and offer advice without taking away the player's control over their character.</p><p></p><p>A couple more thoughts:</p><p></p><p>(1) When I GM, I rarely give advice or even participate in table discussions regarding proposed courses of action. But I will clarify if it appears that the players have become unjustifiably confused about something (communicating an entire world through the spoken word can create problems that would not be experienced by the characters); and I will occasionally offer specific input regarding the best way, from a mechanical standpoint, that the player can achieve their goal.</p><p></p><p>I tend to use a light touch in this regard, but I can largely get away with that because there are other players are the table who have mastered the rules and will freely offer their advice.</p><p></p><p>(2) These reservations on my part go out the window if it's a new player who's still struggling with the rules. I frankly consider it anti-social to invite someone to play a game and then refuse to explain the rules to them. I wouldn't even do that in a competitive game like Chess or Monopoly; doing it in a cooperative game like D&D is just mean.</p><p></p><p>(3) The SRD is a great reference tool. It's a terrible way to learn the rules. It lacks the examples and tutorials and supporting verbiage that make the material accessible. It can also be a non-starter for people who don't like reading online.</p><p></p><p>If you want this guy to become a better player, I'd recommend: </p><p></p><p>(a) Become willing to tutor him. Don't take control of his character; but be willing to offer him advice on how best to achieve his stated intention.</p><p></p><p>(b) Get him a copy of the PHB or a starter set so that he will have a more approachable manual to read through.</p><p></p><p>(c) Allow other players at the table to help him; perhaps even encourage them to do so. (But don't let them take control of his character, either.)</p><p></p><p>(d) Consider the "wizard" might not be the best class for him.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5337589, member: 55271"] Where are the other players in all this? Why aren't they offering their own expertise to help this guy out? (Wait. Let me guess. You've got some table rule about players not controlling another player's PC and you've taken it to an extreme.) My two cents: There's a difference between saying, "Hey. Bill. Your tank's almost empty, you need to buy some gas." And stealing Bill's car. You should be able to make suggestions and offer advice without taking away the player's control over their character. A couple more thoughts: (1) When I GM, I rarely give advice or even participate in table discussions regarding proposed courses of action. But I will clarify if it appears that the players have become unjustifiably confused about something (communicating an entire world through the spoken word can create problems that would not be experienced by the characters); and I will occasionally offer specific input regarding the best way, from a mechanical standpoint, that the player can achieve their goal. I tend to use a light touch in this regard, but I can largely get away with that because there are other players are the table who have mastered the rules and will freely offer their advice. (2) These reservations on my part go out the window if it's a new player who's still struggling with the rules. I frankly consider it anti-social to invite someone to play a game and then refuse to explain the rules to them. I wouldn't even do that in a competitive game like Chess or Monopoly; doing it in a cooperative game like D&D is just mean. (3) The SRD is a great reference tool. It's a terrible way to learn the rules. It lacks the examples and tutorials and supporting verbiage that make the material accessible. It can also be a non-starter for people who don't like reading online. If you want this guy to become a better player, I'd recommend: (a) Become willing to tutor him. Don't take control of his character; but be willing to offer him advice on how best to achieve his stated intention. (b) Get him a copy of the PHB or a starter set so that he will have a more approachable manual to read through. (c) Allow other players at the table to help him; perhaps even encourage them to do so. (But don't let them take control of his character, either.) (d) Consider the "wizard" might not be the best class for him. [/QUOTE]
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