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General Tabletop Discussion
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How do YOU handle a Fastball Special, and other team manuevers?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7589520" data-attributes="member: 6704184"><p>I’m sorry that you’ve had dinguses for players in the past. I hope it’s past tense, at least. </p><p></p><p>Either way, I find that telling the power gamer no when they try to lawyer lends better results than restricting what is generally possible in order to curb the power gamer. </p><p></p><p>But beyond that, why wouldn’t doing cool stuff yield an advantage? Why wouldn’t it be worth doing for more than “lol and then I do a flip” lawls? </p><p></p><p>Idk. There is something very fundamental in how you view the game that I just can’t grok, I suspect. Which is fine, I just want to understand it, if possible. </p><p></p><p>Question. Have you had players who want to get an advantage (maximize efficacy while limiting cost, or whatever) who don’t rules lawyer at you or try to argue with you about the mechanics? Bc if not, this may be primarily a difference in the sort of players I’ve had vs the ones you’ve had. </p><p></p><p>IME, wanting to actually benefit from doing Cool Things, known in some circles as That Patrick Rothfuss BS”, and being immersed in the story, and not being inclined to argue or lawyer at the DM, are all things that coincide in the same players. Folks want to do cool stuff, and be effective mechanically, often because the cool stuff feels like an illusion at best if it doesn’t accomplish anything. It’s like saying “I want to be an excellent swordsman and acrobat” and the DM doesn’t let you actually be effective at those things, but assures you that you’re still “narratively” an awesome Swashbuckler. No. That’s false, even in the context of make believe. You aren’t an awesome Swashbuckler, you’re a clumsy oaf and everyone at the table knows it. </p><p></p><p>The mechanics and “material” results of actions matter.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7589520, member: 6704184"] I’m sorry that you’ve had dinguses for players in the past. I hope it’s past tense, at least. Either way, I find that telling the power gamer no when they try to lawyer lends better results than restricting what is generally possible in order to curb the power gamer. But beyond that, why wouldn’t doing cool stuff yield an advantage? Why wouldn’t it be worth doing for more than “lol and then I do a flip” lawls? Idk. There is something very fundamental in how you view the game that I just can’t grok, I suspect. Which is fine, I just want to understand it, if possible. Question. Have you had players who want to get an advantage (maximize efficacy while limiting cost, or whatever) who don’t rules lawyer at you or try to argue with you about the mechanics? Bc if not, this may be primarily a difference in the sort of players I’ve had vs the ones you’ve had. IME, wanting to actually benefit from doing Cool Things, known in some circles as That Patrick Rothfuss BS”, and being immersed in the story, and not being inclined to argue or lawyer at the DM, are all things that coincide in the same players. Folks want to do cool stuff, and be effective mechanically, often because the cool stuff feels like an illusion at best if it doesn’t accomplish anything. It’s like saying “I want to be an excellent swordsman and acrobat” and the DM doesn’t let you actually be effective at those things, but assures you that you’re still “narratively” an awesome Swashbuckler. No. That’s false, even in the context of make believe. You aren’t an awesome Swashbuckler, you’re a clumsy oaf and everyone at the table knows it. The mechanics and “material” results of actions matter. [/QUOTE]
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How do YOU handle a Fastball Special, and other team manuevers?
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