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Do you reequire your players to think?
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<blockquote data-quote="William Ronald" data-source="post: 2481552" data-attributes="member: 426"><p>I concur. While I have only run an occassional game at EN World Gatherings in the last few years, I try to include things to make characters think. Characters have investigated ruins, and by careful observation figured out someone was using it as a training camp. (A spot check revealed that a wooden post had multiple claw marks -- with larger claw marks on the top than on the bottom. The players concluded that whatever sort of creature was training in the ruins was getting bigger.) Similarly, I have had characters try to solve some mysteries, track people down, and figure out why something is happening.</p><p></p><p>As for paperwork, I think it should only be done in game if it really matters. Possibly a good approach might be to wing it until after the session. (So, a good rule of thumb for lost ability scores is to assign a -1 per relevant point of a lost ability score. This may not be entirely accurate, but it may speed up play.) The rules should be in service of the game and having fun. </p><p></p><p>As a player, I enjoy solbing problems, using tactics against foes, figuring out what is going on and then what to do next. I like to think that a good DM can engage both the intellects and emotions of players, so that a game can be satisfying on many levels.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 2481552, member: 426"] I concur. While I have only run an occassional game at EN World Gatherings in the last few years, I try to include things to make characters think. Characters have investigated ruins, and by careful observation figured out someone was using it as a training camp. (A spot check revealed that a wooden post had multiple claw marks -- with larger claw marks on the top than on the bottom. The players concluded that whatever sort of creature was training in the ruins was getting bigger.) Similarly, I have had characters try to solve some mysteries, track people down, and figure out why something is happening. As for paperwork, I think it should only be done in game if it really matters. Possibly a good approach might be to wing it until after the session. (So, a good rule of thumb for lost ability scores is to assign a -1 per relevant point of a lost ability score. This may not be entirely accurate, but it may speed up play.) The rules should be in service of the game and having fun. As a player, I enjoy solbing problems, using tactics against foes, figuring out what is going on and then what to do next. I like to think that a good DM can engage both the intellects and emotions of players, so that a game can be satisfying on many levels. [/QUOTE]
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Do you reequire your players to think?
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