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DnD Boiling Point: Here's What I Did
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<blockquote data-quote="Henry" data-source="post: 1340653" data-attributes="member: 158"><p>I'll also add this:</p><p></p><p>Make a one-page document. ONE PAGE. Have it detail the MOST BASIC things about what's going on, about WHAT kind of tone and feel you are going for in this game. Make a list of the specific sources or races and classes you accept.</p><p></p><p>Then, talk to them about it. With only three players, you have plenty of time and leeway to discuss what you want out of the game. They will have a chance to tell you what THEY want out of the game. I could be wrong, but it sounds as if you really haven't sat down and TALKED to them about the game itself. Just have a bull session about the game, what you would like out of it, and what THEY would like out of it.</p><p></p><p>If all they want is to kill things and take stuff, great - work it in. If what you want is a kind of "look and feel," then let them know it. There's usually a common ground, but it requires EVERYBODY giving a little to get there.</p><p></p><p></p><p>It may be that another system (like Pinnacle Entertainment's Savage Worlds) is more to your liking. If so, you STILL need to adress the problems in the group, but nothing is going to change.</p><p></p><p>I still re-emphasize my disdain for reams of handouts - nothing turns a player off like ten pages of dry text. Introduce it a bit at the time, like Star Wars did in the first movie, and make the events dependant on background, just like in Piratecat's example.</p></blockquote><p></p>
[QUOTE="Henry, post: 1340653, member: 158"] I'll also add this: Make a one-page document. ONE PAGE. Have it detail the MOST BASIC things about what's going on, about WHAT kind of tone and feel you are going for in this game. Make a list of the specific sources or races and classes you accept. Then, talk to them about it. With only three players, you have plenty of time and leeway to discuss what you want out of the game. They will have a chance to tell you what THEY want out of the game. I could be wrong, but it sounds as if you really haven't sat down and TALKED to them about the game itself. Just have a bull session about the game, what you would like out of it, and what THEY would like out of it. If all they want is to kill things and take stuff, great - work it in. If what you want is a kind of "look and feel," then let them know it. There's usually a common ground, but it requires EVERYBODY giving a little to get there. It may be that another system (like Pinnacle Entertainment's Savage Worlds) is more to your liking. If so, you STILL need to adress the problems in the group, but nothing is going to change. I still re-emphasize my disdain for reams of handouts - nothing turns a player off like ten pages of dry text. Introduce it a bit at the time, like Star Wars did in the first movie, and make the events dependant on background, just like in Piratecat's example. [/QUOTE]
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