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How adversarial is your group?
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<blockquote data-quote="TiQuinn" data-source="post: 9626044" data-attributes="member: 4871"><p>Our current group is not adversarial, though I've played with groups where that feeling did exist between the GM and the players (not fun). I would say right now, nobody is actively seeking to create advantages off the rules, but when it does happen, I think we let it ride for one session, but if and when our DM says "that's not sustainable", everyone is of the mind that "yeah, that made the fight too easy, and it makes sense not to do it again" even sometimes if there isn't a formal ruling. We can cheese an encounter, but I think my group is good about not leaning into that over and over. Similarly, our GM is trying to scale encounters to make them challenging, but not to try to punish the group. </p><p></p><p>We've got a pretty open dialogue at the table about what works and what doesn't work, and yeah, we even hold back on actions when it just makes more sense for our characters to fail at something - just because it feels right. It happened for me last night during our weekly game. We were playing Mothership, and we were acting out what we were seeing in a room where we found a dead body that had been gruesomely killed. I'm playing a kind of itchy trigger finger Marine, and decided based on what was being described that he'd have to make a fear check because of something the Android player said in response to seeing the body. GM didn't call for it - it just felt "right" at the moment.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9626044, member: 4871"] Our current group is not adversarial, though I've played with groups where that feeling did exist between the GM and the players (not fun). I would say right now, nobody is actively seeking to create advantages off the rules, but when it does happen, I think we let it ride for one session, but if and when our DM says "that's not sustainable", everyone is of the mind that "yeah, that made the fight too easy, and it makes sense not to do it again" even sometimes if there isn't a formal ruling. We can cheese an encounter, but I think my group is good about not leaning into that over and over. Similarly, our GM is trying to scale encounters to make them challenging, but not to try to punish the group. We've got a pretty open dialogue at the table about what works and what doesn't work, and yeah, we even hold back on actions when it just makes more sense for our characters to fail at something - just because it feels right. It happened for me last night during our weekly game. We were playing Mothership, and we were acting out what we were seeing in a room where we found a dead body that had been gruesomely killed. I'm playing a kind of itchy trigger finger Marine, and decided based on what was being described that he'd have to make a fear check because of something the Android player said in response to seeing the body. GM didn't call for it - it just felt "right" at the moment. [/QUOTE]
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