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<blockquote data-quote="The Shaman" data-source="post: 2471975" data-attributes="member: 26473"><p>Hey, I played with that same guy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p><strong>Elf Witch</strong>, perhaps you could refer your GM and fellow players to <a href="http://www.wizards.com/default.asp?x=d20modern/fb/20040608a" target="_blank"><span style="color: blue">this article</span></a> on action in RPGs - it's written for d20 <em>Modern</em> but the same principles apply to other genres. I especially like the conclusion:IMX one of the biggest problems lies with GMs who take an adversarial stance with respect to the players' characters, compelling the players to adopt a risk-averse approach to the game, rather than rewarding bold strokes.</p><p></p><p>I think there's a couple of issues here. First, I think some GMs are too clever for their own good - they consistently outthink their players, and the players can never really rise to the challenges presented. (Worse still is the GM who believes this somehow becomes a measure of success as a human being...) These GMs should perhaps focus on creating <u>interesting</u> rather than challenging encounters and adventures - personally I'm much happier when the players say something like, "Whoa, that's cool!" rather than, "Oh crap, we're dead!"</p><p></p><p>Second, players sometimes do stupid things - unfortunately one player's idiocy may be another's heroic act. Is pulling a sword or 9mm and charging a monster stupid or heroic? It can be either or both, depending on the circumstances. My litmus test is this: is the player's action along the lines of, "I'll stop this thing - you guys get the mcguffin!" or "I charge the monster ('cause I want the attention or I'm bored or I don't know any better)!" In other words, does it enhance or detract from the feel of the adventure? Sometimes the "stupid," "sub-optimal" action is also the coolest, and if the GM or players are steering the game away from that style of play, it may be time to reassess why everyone is sitting down at the table together.</p><p></p><p>I mentioned rewarding this style of play: for me, sometimes a heroic death or getting tossed in the dungeon or the like <u>is</u> a form of reward - it's a roleplaying reward, which may be just as cool as a new level or a briefcase full of bearer bonds.</p><p></p><p>I don't know if any of this helps or not, so I'll just say, good luck!</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2471975, member: 26473"] Hey, I played with that same guy! :eek: [b]Elf Witch[/b], perhaps you could refer your GM and fellow players to [url=http://www.wizards.com/default.asp?x=d20modern/fb/20040608a][color=blue]this article[/color][/url] on action in RPGs - it's written for d20 [i]Modern[/i] but the same principles apply to other genres. I especially like the conclusion:IMX one of the biggest problems lies with GMs who take an adversarial stance with respect to the players' characters, compelling the players to adopt a risk-averse approach to the game, rather than rewarding bold strokes. I think there's a couple of issues here. First, I think some GMs are too clever for their own good - they consistently outthink their players, and the players can never really rise to the challenges presented. (Worse still is the GM who believes this somehow becomes a measure of success as a human being...) These GMs should perhaps focus on creating [U]interesting[/U] rather than challenging encounters and adventures - personally I'm much happier when the players say something like, "Whoa, that's cool!" rather than, "Oh crap, we're dead!" Second, players sometimes do stupid things - unfortunately one player's idiocy may be another's heroic act. Is pulling a sword or 9mm and charging a monster stupid or heroic? It can be either or both, depending on the circumstances. My litmus test is this: is the player's action along the lines of, "I'll stop this thing - you guys get the mcguffin!" or "I charge the monster ('cause I want the attention or I'm bored or I don't know any better)!" In other words, does it enhance or detract from the feel of the adventure? Sometimes the "stupid," "sub-optimal" action is also the coolest, and if the GM or players are steering the game away from that style of play, it may be time to reassess why everyone is sitting down at the table together. I mentioned rewarding this style of play: for me, sometimes a heroic death or getting tossed in the dungeon or the like [u]is[/u] a form of reward - it's a roleplaying reward, which may be just as cool as a new level or a briefcase full of bearer bonds. I don't know if any of this helps or not, so I'll just say, good luck! [/QUOTE]
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