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How do I get better tactics from my players?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 630557" data-attributes="member: 6533"><p>That would be a fantastic solution, but it is also one that I feel bad about.</p><p></p><p>I mostly DM, but with these guys I was a player. I was so relieved to be playing that I played a class I'd never done before and a type of character that I loved out to the hilt. I still played well, but I think I did too little cause of my shyness at disturbing their dynamic and my own selfish desire to do my own thing.</p><p></p><p>Now I really regret not being more helpful to their tactics. There is a DM in the group, but I sense he is doing the same thing I did. I've thought about just talking to him about making it all work out, but I'm reluctant to step on his groove.</p><p></p><p>I once had the pleasure of playing in a group that was half-DMs and had a munchkin as a player. That was a freakin blast. Not only did everyone have these wild characters, but they had effective tactics to match. The party was wildly effective beyond its level. We had these third level character relieving besieged garrisons, taking out thieves guilds, and racking up huge debts with the local temple of healers. Not just normal munchkin tactics but lots of roleplay. </p><p></p><p>We had all learned the lesson that the ultimate munchkin is the one who can convince the gold dragon to come out of retirement in order to do one last good deed for the sake of his honor.</p><p></p><p>I dream about how wonderful that game was. The perfect mix of ultimate munchkin and ultimate roleplay. Sadly the DM went AWOL. Last I heard he was someplace in Massachusetts. Guess that TPK where we made our last stand both victorious and tragic by burning down a forest to destroy an army of rampaging giants and ourselves was just a little too much for him.</p><p></p><p>Or maybe it was our idea to maintain party continuity by having our old characters haunt our new ones. Weird characters are certainly the drawback to DM players.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 630557, member: 6533"] That would be a fantastic solution, but it is also one that I feel bad about. I mostly DM, but with these guys I was a player. I was so relieved to be playing that I played a class I'd never done before and a type of character that I loved out to the hilt. I still played well, but I think I did too little cause of my shyness at disturbing their dynamic and my own selfish desire to do my own thing. Now I really regret not being more helpful to their tactics. There is a DM in the group, but I sense he is doing the same thing I did. I've thought about just talking to him about making it all work out, but I'm reluctant to step on his groove. I once had the pleasure of playing in a group that was half-DMs and had a munchkin as a player. That was a freakin blast. Not only did everyone have these wild characters, but they had effective tactics to match. The party was wildly effective beyond its level. We had these third level character relieving besieged garrisons, taking out thieves guilds, and racking up huge debts with the local temple of healers. Not just normal munchkin tactics but lots of roleplay. We had all learned the lesson that the ultimate munchkin is the one who can convince the gold dragon to come out of retirement in order to do one last good deed for the sake of his honor. I dream about how wonderful that game was. The perfect mix of ultimate munchkin and ultimate roleplay. Sadly the DM went AWOL. Last I heard he was someplace in Massachusetts. Guess that TPK where we made our last stand both victorious and tragic by burning down a forest to destroy an army of rampaging giants and ourselves was just a little too much for him. Or maybe it was our idea to maintain party continuity by having our old characters haunt our new ones. Weird characters are certainly the drawback to DM players. [/QUOTE]
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