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GM-player Communication vs. Metagaming
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<blockquote data-quote="Loonook" data-source="post: 5840450" data-attributes="member: 1861"><p>Again with the attacks... Yes the DM provides the backdrop... As I stated in that whole "the rest of my post" section. My players ask questions before they decide to make decisions. They have well-drawn-out scenarios... and no hand holding. Stupid decisions when deciding to not wonder about the success ir failure of any given mission or action, deciding to leap before they look, and general rash behavior that they make in the auspice of "fun" are not my fault. Jumping between boats in combat at a 20' leap? Deciding to take their chances at The Emperor at fifth level, generally being unable to, you know, think as their character would on a consequence? Not my concern.</p><p></p><p>You should try it. Amazingly enough you weed out people who are going to be probkems later... You develop a core of players who know the rules of the game and of play, who ask and think out their next move rather than just deciding to go willy-nilly then complain when they take all that damage from missing a jump.</p><p></p><p>Death is growth and learning. The burnt hand teaches best, and amazingly enough, after thousands of hours, dozens of players, 3 editions, and enough group-generated source material to keep my homebrews going? I feel pretty alright by my methods. Maybe we have definitions that are opposite but I have not outright attacked you.</p><p></p><p>Until now.</p><p></p><p>Let it be known that on this day March 4th 2012 at 11:45 EST... Rogue Agent in a meanie :'(.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5840450, member: 1861"] Again with the attacks... Yes the DM provides the backdrop... As I stated in that whole "the rest of my post" section. My players ask questions before they decide to make decisions. They have well-drawn-out scenarios... and no hand holding. Stupid decisions when deciding to not wonder about the success ir failure of any given mission or action, deciding to leap before they look, and general rash behavior that they make in the auspice of "fun" are not my fault. Jumping between boats in combat at a 20' leap? Deciding to take their chances at The Emperor at fifth level, generally being unable to, you know, think as their character would on a consequence? Not my concern. You should try it. Amazingly enough you weed out people who are going to be probkems later... You develop a core of players who know the rules of the game and of play, who ask and think out their next move rather than just deciding to go willy-nilly then complain when they take all that damage from missing a jump. Death is growth and learning. The burnt hand teaches best, and amazingly enough, after thousands of hours, dozens of players, 3 editions, and enough group-generated source material to keep my homebrews going? I feel pretty alright by my methods. Maybe we have definitions that are opposite but I have not outright attacked you. Until now. Let it be known that on this day March 4th 2012 at 11:45 EST... Rogue Agent in a meanie :'(. Slainte, -Loonook. [/QUOTE]
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