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<blockquote data-quote="Thasmodious" data-source="post: 5519814" data-attributes="member: 63272"><p>Not my players. I think that's the real key to improv play - dumb players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I'm kidding, of course, I have a great group of players and the two points you raise are valid criticisms of the style. The first issue (the potential increase in logical inconsistencies and the like) is mitigated with players who don't mind a bit of ret-conning should the GM forget something or on-the-fly a detail that doesn't make sense. In my group, we just talk it out if someone sees a problem. Now, if they find it funny and embarrassing that same group will never let something go, but that just adds to the fun. </p><p></p><p>Another mitigating issue is good note-taking, both during game and in prep as I mentioned before. </p><p></p><p>On the second issue, encounters on the fly, I find that as long as the players don't think you are outright trying to screw them over, they don't mind this and don't really see it, anyway. </p><p></p><p>I agree with Rel that system matters here and system tempers expectations. A system like 3e, where everyone is built from the same frame, players notice when a fudged NPC or monster has cool abilities or combinations that they don't have access to. And players are a jealous lot. One accidental benefit with my particular group is that none of them are the system mastery types. I had to practically force them to make a build plan in 3e, and they hated having to do it, and none of them are overly proficient with the rules. Even when I'm not the DM, I'm still the rules guy. As a player, this presents a minor problem in that they think I always have the ability to get one over on them because I know the rules. And that's usually true, but they can pick up a book, too.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 5519814, member: 63272"] Not my players. I think that's the real key to improv play - dumb players. ;) I'm kidding, of course, I have a great group of players and the two points you raise are valid criticisms of the style. The first issue (the potential increase in logical inconsistencies and the like) is mitigated with players who don't mind a bit of ret-conning should the GM forget something or on-the-fly a detail that doesn't make sense. In my group, we just talk it out if someone sees a problem. Now, if they find it funny and embarrassing that same group will never let something go, but that just adds to the fun. Another mitigating issue is good note-taking, both during game and in prep as I mentioned before. On the second issue, encounters on the fly, I find that as long as the players don't think you are outright trying to screw them over, they don't mind this and don't really see it, anyway. I agree with Rel that system matters here and system tempers expectations. A system like 3e, where everyone is built from the same frame, players notice when a fudged NPC or monster has cool abilities or combinations that they don't have access to. And players are a jealous lot. One accidental benefit with my particular group is that none of them are the system mastery types. I had to practically force them to make a build plan in 3e, and they hated having to do it, and none of them are overly proficient with the rules. Even when I'm not the DM, I'm still the rules guy. As a player, this presents a minor problem in that they think I always have the ability to get one over on them because I know the rules. And that's usually true, but they can pick up a book, too. [/QUOTE]
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