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<blockquote data-quote="Rhenny" data-source="post: 6891580" data-attributes="member: 18333"><p>I try to get the players used to taking turns even out of combat so that they all can add to the story and help decide the direction of the story. This helps the less charismatic or boisterous ones get a chance to add in and it limits the contributions that the more outgoing players get.</p><p></p><p>Here are some other things I do (or at least I try to do when I run a game...many of my games are with people who I have known for a while): </p><p></p><p>I make it clear to all the players that they are each playing their own character and they have the ability to do whatever they feel will make it fun for themselves and others. </p><p></p><p>I encourage them to think in character as much as possible, and act freely and naturally without fear that they will do the "wrong" thing. Too often, players who fear making mistakes or not playing optimally will agonize over their decisions and often feel badly if something goes wrong. I try to get them to understand that when things go wrong, it adds to the fun as long as each decision made is a decision made in good faith knowing the character and the overall goal to have fun. I play monsters the same way. Sometimes they do interesting things that seem logical even if they are not optimal.</p><p></p><p>I let them discuss tactics in a reasonable way, but in the heat of battle, I cut short too much tactical talk. In game, when they are out of combat they can plan. In combat, they execute/act.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6891580, member: 18333"] I try to get the players used to taking turns even out of combat so that they all can add to the story and help decide the direction of the story. This helps the less charismatic or boisterous ones get a chance to add in and it limits the contributions that the more outgoing players get. Here are some other things I do (or at least I try to do when I run a game...many of my games are with people who I have known for a while): I make it clear to all the players that they are each playing their own character and they have the ability to do whatever they feel will make it fun for themselves and others. I encourage them to think in character as much as possible, and act freely and naturally without fear that they will do the "wrong" thing. Too often, players who fear making mistakes or not playing optimally will agonize over their decisions and often feel badly if something goes wrong. I try to get them to understand that when things go wrong, it adds to the fun as long as each decision made is a decision made in good faith knowing the character and the overall goal to have fun. I play monsters the same way. Sometimes they do interesting things that seem logical even if they are not optimal. I let them discuss tactics in a reasonable way, but in the heat of battle, I cut short too much tactical talk. In game, when they are out of combat they can plan. In combat, they execute/act. [/QUOTE]
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