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How has D&D changed over the decades?
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<blockquote data-quote="Helldritch" data-source="post: 8607387" data-attributes="member: 6855114"><p>I fully agree. The less experienced the player, the more die roll that player want. There are exceptions of course. When a player wants more story, I have to ask what he means by that. The best explanation I often give them is that Role playing is like cooking. You want a meal? You want a really good meal? Then give me ingredients. The ingredients you have to give me in a Role playing game are :</p><p>Feedback: I need to know what your character want. If you say nothing. You get nothing.</p><p></p><p>Interaction: If you stand there doing nothing, taking no risk. You get nothing. No pain, no gain.</p><p></p><p>The ability to listen: Even if it is not your turn, listen. Interaction with other players do not limit itself to tactical combat and planification. Carousing, arguing and telling that you are right (even if wrong) are great story movers. </p><p></p><p>Good reaction time: If you like something I did with a situation, npc or idea, tell me right now! If I learn that you like such and such 6 weeks after, the meat is cold. Your chance has passed. </p><p></p><p>When a player gives me all this, we have a good recipe that will be tailored to the character and the player's taste. When all players do this, we have an all you can eat buffet all the time!</p><p></p><p>Side note: I called my friend to know what the game was that we played. It was Fate in 2004. The first edition of it. It surely has evolved and better itself.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8607387, member: 6855114"] I fully agree. The less experienced the player, the more die roll that player want. There are exceptions of course. When a player wants more story, I have to ask what he means by that. The best explanation I often give them is that Role playing is like cooking. You want a meal? You want a really good meal? Then give me ingredients. The ingredients you have to give me in a Role playing game are : Feedback: I need to know what your character want. If you say nothing. You get nothing. Interaction: If you stand there doing nothing, taking no risk. You get nothing. No pain, no gain. The ability to listen: Even if it is not your turn, listen. Interaction with other players do not limit itself to tactical combat and planification. Carousing, arguing and telling that you are right (even if wrong) are great story movers. Good reaction time: If you like something I did with a situation, npc or idea, tell me right now! If I learn that you like such and such 6 weeks after, the meat is cold. Your chance has passed. When a player gives me all this, we have a good recipe that will be tailored to the character and the player's taste. When all players do this, we have an all you can eat buffet all the time! Side note: I called my friend to know what the game was that we played. It was Fate in 2004. The first edition of it. It surely has evolved and better itself. [/QUOTE]
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How has D&D changed over the decades?
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