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Do Newer Players Nova More?
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<blockquote data-quote="5ekyu" data-source="post: 7584486" data-attributes="member: 6919838"><p>new folks often tending to want to try out their new stuff quick - yup.</p><p></p><p>But also it strongly depends on setting. if this is a 2-3 hour pick-up game in FLGS - not really all that much reason to hold back.</p><p></p><p>For a campaign, at the early levels its not that bad and by the time they actually have enough resources to "hold back some" they should be getting a feel for their Gm and the game.</p><p></p><p>In my current campaign, for their graduation blow-out (so to speak) they have been in what amounts to a "five room battle field" run where we have had one long battle across the village for what will be the third session now. As they head into the last "room" (the temple has been breached due to internal betrayal) they are heading to to take it back before it gets locked down or rescue folks held there) with some folks moving to get into there to keep it open as others try social-fu to bring other assets from the town to bear. The group has two bards, a druid, ranger and barbarian and i think the ranger may be the only one with spells left and also the only one with HD left to spend. Hopefully their lead elements can secure the entrance while the Eagle-enhanced bard can bring in more help - even if just healers. i have no idea since i am not cleared for that info, but we will see. But given the scope of the fight at the outset the characters knew they needed to hold back - it was a long night.</p><p></p><p>And i think that is a big part of it too. </p><p></p><p>As GM setting the stages - is it clear to the *characters* there is a need to hold back? Are you relying on them to be prudent even when they do not have a serious reason not to be? If their characters do not know "we have a long set of 6-8 encounters to get through and just think its odd they were attacked - why should they hold back instead of dispatching threats as quickly as possible? Now, maybe i wont exhaust all my spells but i certainly might use a few to put a quick end to the ruffians.</p><p></p><p>So, when i gm, i try and let the stage itself and situation be as informative as possible as to their need to manage resources. As a player, i go with what feels right *in character* rather than what my own prudent gamer of way too long thru old school may think is prudent.</p><p></p><p><strong>So maybe its ebb and flow - younger folks spend like no tomorrow, older folks save by default and after a while you just say "screw it lets have fun what would my halfling do? Something flashy cuz she ain't afeared uh nuthin"</strong></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7584486, member: 6919838"] new folks often tending to want to try out their new stuff quick - yup. But also it strongly depends on setting. if this is a 2-3 hour pick-up game in FLGS - not really all that much reason to hold back. For a campaign, at the early levels its not that bad and by the time they actually have enough resources to "hold back some" they should be getting a feel for their Gm and the game. In my current campaign, for their graduation blow-out (so to speak) they have been in what amounts to a "five room battle field" run where we have had one long battle across the village for what will be the third session now. As they head into the last "room" (the temple has been breached due to internal betrayal) they are heading to to take it back before it gets locked down or rescue folks held there) with some folks moving to get into there to keep it open as others try social-fu to bring other assets from the town to bear. The group has two bards, a druid, ranger and barbarian and i think the ranger may be the only one with spells left and also the only one with HD left to spend. Hopefully their lead elements can secure the entrance while the Eagle-enhanced bard can bring in more help - even if just healers. i have no idea since i am not cleared for that info, but we will see. But given the scope of the fight at the outset the characters knew they needed to hold back - it was a long night. And i think that is a big part of it too. As GM setting the stages - is it clear to the *characters* there is a need to hold back? Are you relying on them to be prudent even when they do not have a serious reason not to be? If their characters do not know "we have a long set of 6-8 encounters to get through and just think its odd they were attacked - why should they hold back instead of dispatching threats as quickly as possible? Now, maybe i wont exhaust all my spells but i certainly might use a few to put a quick end to the ruffians. So, when i gm, i try and let the stage itself and situation be as informative as possible as to their need to manage resources. As a player, i go with what feels right *in character* rather than what my own prudent gamer of way too long thru old school may think is prudent. [B]So maybe its ebb and flow - younger folks spend like no tomorrow, older folks save by default and after a while you just say "screw it lets have fun what would my halfling do? Something flashy cuz she ain't afeared uh nuthin"[/B] [/QUOTE]
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