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General Tabletop Discussion
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help with players being late, unprepared, etc
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<blockquote data-quote="Dedekind" data-source="post: 5455081" data-attributes="member: 63968"><p>I can't really speak to the time issue, other than it is rude behavior that wouldn't be tolerated in most other social situations. </p><p></p><p><strong>Regarding their in-game actions:</strong></p><p></p><p>If most people are new, I think I would cut them a little slack. When I first started playing I only wanted to roll dice and kill bad guys. More creative tactics and more interest in the non-combat aspects didn't really come until several years later. They will have the most fun if you meet their expectations. </p><p></p><p>For your own fun, you may have to "teach" them to be creative. Put them in a situation where they have to do something before they can really attack. Add traps or terrain that force decisions. Your players need simple tactical choices and non-attack options that really add value (close the door, focus fire, disable traps, etc.). </p><p></p><p>You may also want to lower the difficulty of non-attack options if you want to encourage that. Recently, a player tried to knock down a pillar on the monster. Logically, a load-bearing pillar would both be hard to knock down and possibly cause the roof to collapse on the player and monster. Illogically, I want the player to do interesting things. I made it a moderate check, moderate damage, and there were no negative consequences except the addition of some difficult terrain.</p></blockquote><p></p>
[QUOTE="Dedekind, post: 5455081, member: 63968"] I can't really speak to the time issue, other than it is rude behavior that wouldn't be tolerated in most other social situations. [B]Regarding their in-game actions:[/B] If most people are new, I think I would cut them a little slack. When I first started playing I only wanted to roll dice and kill bad guys. More creative tactics and more interest in the non-combat aspects didn't really come until several years later. They will have the most fun if you meet their expectations. For your own fun, you may have to "teach" them to be creative. Put them in a situation where they have to do something before they can really attack. Add traps or terrain that force decisions. Your players need simple tactical choices and non-attack options that really add value (close the door, focus fire, disable traps, etc.). You may also want to lower the difficulty of non-attack options if you want to encourage that. Recently, a player tried to knock down a pillar on the monster. Logically, a load-bearing pillar would both be hard to knock down and possibly cause the roof to collapse on the player and monster. Illogically, I want the player to do interesting things. I made it a moderate check, moderate damage, and there were no negative consequences except the addition of some difficult terrain. [/QUOTE]
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