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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Jackinthegreen" data-source="post: 6204331" data-attributes="member: 6678119"><p>You're not thinking about it the same way so of course you're going to think it's like a different language, plus you might be a bit locked into one way of thinking to see it from another perspective. What @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> means is the difference between player-driven obtaining of information and GM-driven information. To some there are worlds of differences between the players actively engaging the mechanics to obtain information versus the GM simply giving it out without the players actually doing much to go after it. Obviously not everything is going to be player-driven or GM-driven (I would really hope that if a GM narrates the PCs going into a tavern that he'll add some descriptions of various things such as how many people are in it and perhaps the general mood of the place is), but there are styles of play that lean more towards either one.</p><p></p><p>One of the points comes down to engagement: How much engagement do you want from your players? How active do you want them to be, and as a GM are you facilitating that activity if the game's expectation is more engagement through the game mechanics?</p><p></p><p>For me at least, as a GM I kind of need the players to engage a bit more and ask questions because my memory is all over the place. It's like sets of doors opening and closing, and I can't always control when they open or close. Having players engage me more helps all of us since them asking about stuff means I can create a more detailed and interesting world for them that I otherwise might not be able to.</p><p></p><p>It's a bit of an issue when playing though because I'm not always going to think of using Search or that sort of thing unless I've specifically built my character to have a good handle on that. Queues from the GM help me on that.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 6204331, member: 6678119"] You're not thinking about it the same way so of course you're going to think it's like a different language, plus you might be a bit locked into one way of thinking to see it from another perspective. What @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] means is the difference between player-driven obtaining of information and GM-driven information. To some there are worlds of differences between the players actively engaging the mechanics to obtain information versus the GM simply giving it out without the players actually doing much to go after it. Obviously not everything is going to be player-driven or GM-driven (I would really hope that if a GM narrates the PCs going into a tavern that he'll add some descriptions of various things such as how many people are in it and perhaps the general mood of the place is), but there are styles of play that lean more towards either one. One of the points comes down to engagement: How much engagement do you want from your players? How active do you want them to be, and as a GM are you facilitating that activity if the game's expectation is more engagement through the game mechanics? For me at least, as a GM I kind of need the players to engage a bit more and ask questions because my memory is all over the place. It's like sets of doors opening and closing, and I can't always control when they open or close. Having players engage me more helps all of us since them asking about stuff means I can create a more detailed and interesting world for them that I otherwise might not be able to. It's a bit of an issue when playing though because I'm not always going to think of using Search or that sort of thing unless I've specifically built my character to have a good handle on that. Queues from the GM help me on that. [/QUOTE]
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