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Do you train your players?
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<blockquote data-quote="gizmo33" data-source="post: 2189337" data-attributes="member: 30001"><p>I chose the "what the ...?" answer because I'm not sure I understand this.</p><p></p><p>But from what I've read from the replies, it appears it might have something to do with having things happen in your game in order to "teach" the players something. I don't like this idea at all. My preference as a DM is to run my campaign world according to it's design, take all player actions seriously, and judge according to what makes sense. So if they're not using good tactics or whatever, it's not my job to fidgit with the encounter so that they'll die and I can teach them a lesson. And any interpersonal problems between the people sitting at the table I take care of outside the game. That doesn't mean that I might not say after the game something like "you guys might want to work on your tactics". </p><p> </p><p>I reward XP according to two main categories - risk and effort. Some things take effort (like roleplaying out some agreement between multiple groups) but don't necessarily entail a quantifiable risk - so I reward based on time/effort. Things involving risk (traps, monsters) are easier to judge because the charts exist for that.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2189337, member: 30001"] I chose the "what the ...?" answer because I'm not sure I understand this. But from what I've read from the replies, it appears it might have something to do with having things happen in your game in order to "teach" the players something. I don't like this idea at all. My preference as a DM is to run my campaign world according to it's design, take all player actions seriously, and judge according to what makes sense. So if they're not using good tactics or whatever, it's not my job to fidgit with the encounter so that they'll die and I can teach them a lesson. And any interpersonal problems between the people sitting at the table I take care of outside the game. That doesn't mean that I might not say after the game something like "you guys might want to work on your tactics". I reward XP according to two main categories - risk and effort. Some things take effort (like roleplaying out some agreement between multiple groups) but don't necessarily entail a quantifiable risk - so I reward based on time/effort. Things involving risk (traps, monsters) are easier to judge because the charts exist for that. [/QUOTE]
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