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GMs: What lessons have you learned from playing/other GMs?
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<blockquote data-quote="Hussar" data-source="post: 4212032" data-attributes="member: 22779"><p>Lots of good stuff here, but, I have a couple of questions for roguerouge:</p><p></p><p></p><p></p><p>Why not? What is the problem if you have two tanks or two face type PC's?</p><p></p><p></p><p></p><p>I agree with this to a point. However, there is something to be said for shot clocks and cutting through the arguments. I've seen lots of games get bogged down over minutia and it really hurts a session. I once saw a group of players spend nearly two hours trying to pin down the exact wording of a Divination spell. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p></p><p></p><p>I strongly disagree with this. It really depends on the company. Paizo adventures tend to be on the tougher side, but, WOTC? Not so much. </p><p></p><p></p><p></p><p>This depends on play style of course. Lots of games aren't all that interested in "telling a tale". I guess I would advise to make sure that your table is all on board with your playstyle before going this route.</p><p></p><p></p><p></p><p>Totally, 100% disagree with this point. </p><p></p><p>---------</p><p></p><p>I've been fortunate to be a player for the past year. Previously I had also gotten to play for some time before that as well with a different DM. I've learned quite a bit from both.</p><p></p><p>From the first DM I learned that while a rich, detailed world can be a thing of beauty, it can also really suck all the fun out of the table when it become obvious that the DM is more interested in the world than in the game. Adventures, IMHO, MUST come first. The plot's the thing and if it's not related to the plot, I don't care.</p><p></p><p>From the first DM I also learned that I most decidedly not a simulationist player. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Keeping the action moving in order to keep the attention of the players is primary concern.</p><p></p><p>From the second DM I learned that no plot survives the departure of half your players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I also learned that it is important to use a variety of encounters and not rely on a small number of monster types. </p><p></p><p>I learned that having a small number of very well developed NPC's is a whole lot of fun.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4212032, member: 22779"] Lots of good stuff here, but, I have a couple of questions for roguerouge: Why not? What is the problem if you have two tanks or two face type PC's? I agree with this to a point. However, there is something to be said for shot clocks and cutting through the arguments. I've seen lots of games get bogged down over minutia and it really hurts a session. I once saw a group of players spend nearly two hours trying to pin down the exact wording of a Divination spell. :uhoh: I strongly disagree with this. It really depends on the company. Paizo adventures tend to be on the tougher side, but, WOTC? Not so much. This depends on play style of course. Lots of games aren't all that interested in "telling a tale". I guess I would advise to make sure that your table is all on board with your playstyle before going this route. Totally, 100% disagree with this point. --------- I've been fortunate to be a player for the past year. Previously I had also gotten to play for some time before that as well with a different DM. I've learned quite a bit from both. From the first DM I learned that while a rich, detailed world can be a thing of beauty, it can also really suck all the fun out of the table when it become obvious that the DM is more interested in the world than in the game. Adventures, IMHO, MUST come first. The plot's the thing and if it's not related to the plot, I don't care. From the first DM I also learned that I most decidedly not a simulationist player. :) Keeping the action moving in order to keep the attention of the players is primary concern. From the second DM I learned that no plot survives the departure of half your players. :) I also learned that it is important to use a variety of encounters and not rely on a small number of monster types. I learned that having a small number of very well developed NPC's is a whole lot of fun. [/QUOTE]
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