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GM-player Communication vs. Metagaming
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<blockquote data-quote="Janx" data-source="post: 5834822" data-attributes="member: 8835"><p>I agree with Umbran.</p><p></p><p>I write software for a living, and when it comes to bugs, the most annoying personality type is the developer who doesn't believe his code is broken and gets offended. It takes extra work and coddling to protect their ego, just to get them to open their bloody code and SEE where the bug COULD be.</p><p></p><p>I find that it is a far better stance to take to assume that you have made a mistake when a problem is raised and to investigate and be prepared to correct it or pass the problem on to the next responsible party if you find you are not at fault.</p><p></p><p>I stand by the "it's my fault until proven otherwise" style because it makes me much easier to work with, and gets me more forgiveness when it is discovered that I have actually screwed up.</p><p></p><p>Owning the fault doesn't mean you're bad at your job. It simply means that you are the starting point for verifying and resolving the problem. It's not like a major crime to describe the dungeon room, have the players ask something stupid, only to discover that something you said wasn't clear to the players and needed to be restated a different way so they could better frame the scene.</p></blockquote><p></p>
[QUOTE="Janx, post: 5834822, member: 8835"] I agree with Umbran. I write software for a living, and when it comes to bugs, the most annoying personality type is the developer who doesn't believe his code is broken and gets offended. It takes extra work and coddling to protect their ego, just to get them to open their bloody code and SEE where the bug COULD be. I find that it is a far better stance to take to assume that you have made a mistake when a problem is raised and to investigate and be prepared to correct it or pass the problem on to the next responsible party if you find you are not at fault. I stand by the "it's my fault until proven otherwise" style because it makes me much easier to work with, and gets me more forgiveness when it is discovered that I have actually screwed up. Owning the fault doesn't mean you're bad at your job. It simply means that you are the starting point for verifying and resolving the problem. It's not like a major crime to describe the dungeon room, have the players ask something stupid, only to discover that something you said wasn't clear to the players and needed to be restated a different way so they could better frame the scene. [/QUOTE]
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