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Does There Need To Be More Player Focus?
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<blockquote data-quote="JoeGKushner" data-source="post: 5316511" data-attributes="member: 1129"><p>One of the things I noticed when asking about magic item wish list and asking if you allow the players to narrate in the campaign, is that sometimes the players just don't seem to know how to move out of a certain comfort range.</p><p></p><p>And this strikes me as part of the problem with D&D. There are probably a dozen or so books aimed at players, but most of them are so focused on the crunch of the game, that they don't go into talking about HOW to play the game outside of running characters in the rules sense. There's not a lot of discussion about asking yoru GM to allow you to narrate, there's not a lot of discussion about understanding the needs of the GM instead of just asking to allow you to use every bit from every book you've bought.</p><p></p><p>I think that there is potentially a huge benefit in providing more player focused material that's not reliant on new crunch. First, it can provide some differences to the GMs. I've seen in multiple posts that there is a lot of frustration among the players and the GMs and I have to think part of that comes from players not having a lot of versitility in their tool belts while GM's are encouraged to try X, Y, and Z.</p><p></p><p>Am I missing some great options for players in terms of expanding how they play somewhere? Is there anything like the DMG2 or Hamlet's Hit Points or other books focused on the GMing side of thing's that don't necessarily talk about game rules but how to build entertaining bits for the players outside of the mechanics?</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 5316511, member: 1129"] One of the things I noticed when asking about magic item wish list and asking if you allow the players to narrate in the campaign, is that sometimes the players just don't seem to know how to move out of a certain comfort range. And this strikes me as part of the problem with D&D. There are probably a dozen or so books aimed at players, but most of them are so focused on the crunch of the game, that they don't go into talking about HOW to play the game outside of running characters in the rules sense. There's not a lot of discussion about asking yoru GM to allow you to narrate, there's not a lot of discussion about understanding the needs of the GM instead of just asking to allow you to use every bit from every book you've bought. I think that there is potentially a huge benefit in providing more player focused material that's not reliant on new crunch. First, it can provide some differences to the GMs. I've seen in multiple posts that there is a lot of frustration among the players and the GMs and I have to think part of that comes from players not having a lot of versitility in their tool belts while GM's are encouraged to try X, Y, and Z. Am I missing some great options for players in terms of expanding how they play somewhere? Is there anything like the DMG2 or Hamlet's Hit Points or other books focused on the GMing side of thing's that don't necessarily talk about game rules but how to build entertaining bits for the players outside of the mechanics? [/QUOTE]
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