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I need a D&D counseling session! Help! (Re: Update ("Argument-Stopping Protocols" -- please advise!))
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<blockquote data-quote="billd91" data-source="post: 7954386" data-attributes="member: 3400"><p>I'm going to echo and comment on some of these responses to Droop-in-soup since Jasper summarizes them so well. </p><p></p><p></p><p></p><p>Agreeing to play a game by the rules as they're written for six months (or even longer) isn't really a bad agreement. You have to start somewhere and it often works better to learn a game as it was written and become familiar with it before going off the rails with modifications. Turns out the game works pretty well if you sit back and let it be what it is.</p><p></p><p></p><p></p><p>Yeah, this can be a tricky thing. Does she not like it because of its affect on your emotional state? Because people are tramping through the house? Because it takes up time? Because it takes you (but not her) away from the 50/50 parenting? There are remedies to each of these things but that's something between you and her.</p><p></p><p></p><p></p><p>The important thing here is it's a game. It's not out to get you. Weird things happen because dice are random number generators. That's part of the challenge - playing to defeat the slings and arrows of outrageous fortune as well as have fun interactions with the other characters. And yes, luck can turn on you. The full consequences of a game can be determined but it has to be with the agreement of the full table. If the other players are OK with their PCs dying and you're the only one opposed, you either need to accept their decision or find a new group to play with. Complaining and griping won't get you there. You need to model good and gracious behavior for your 5 year old. And then maybe your DM friend doesn't have to ask for stifling group guidelines.</p><p></p><p>Part of the issue here is it sounds like you think creating a new character requires a ton of investment - it doesn't have to. You can invest a lot if you want, but if you don't have the time, then don't. Find some creative shortcuts, model characters on ones that you've encountered in other media like books and movies, throw a few ideas in a hat or roll for them and see what you get - then run with them. This doesn't have to be deadly serious, carefully crafted as a tome-like novel like War and Peace. Bubblegum pop and pulp can be just as fun.</p><p></p><p></p><p></p><p>I kind of understand the whole traps thing. Stylistically, they work for some people (and are genre appropriate) but they can also really irritate because they really slow things down, particularly for paranoid players. Like character death consequences, this is a style thing. If the other players are OK with them, you should align to their preferences. But if you find they agree with you, then Dungeonosophy should relent on them recognizing that his players just find them boring.</p></blockquote><p></p>
[QUOTE="billd91, post: 7954386, member: 3400"] I'm going to echo and comment on some of these responses to Droop-in-soup since Jasper summarizes them so well. Agreeing to play a game by the rules as they're written for six months (or even longer) isn't really a bad agreement. You have to start somewhere and it often works better to learn a game as it was written and become familiar with it before going off the rails with modifications. Turns out the game works pretty well if you sit back and let it be what it is. Yeah, this can be a tricky thing. Does she not like it because of its affect on your emotional state? Because people are tramping through the house? Because it takes up time? Because it takes you (but not her) away from the 50/50 parenting? There are remedies to each of these things but that's something between you and her. The important thing here is it's a game. It's not out to get you. Weird things happen because dice are random number generators. That's part of the challenge - playing to defeat the slings and arrows of outrageous fortune as well as have fun interactions with the other characters. And yes, luck can turn on you. The full consequences of a game can be determined but it has to be with the agreement of the full table. If the other players are OK with their PCs dying and you're the only one opposed, you either need to accept their decision or find a new group to play with. Complaining and griping won't get you there. You need to model good and gracious behavior for your 5 year old. And then maybe your DM friend doesn't have to ask for stifling group guidelines. Part of the issue here is it sounds like you think creating a new character requires a ton of investment - it doesn't have to. You can invest a lot if you want, but if you don't have the time, then don't. Find some creative shortcuts, model characters on ones that you've encountered in other media like books and movies, throw a few ideas in a hat or roll for them and see what you get - then run with them. This doesn't have to be deadly serious, carefully crafted as a tome-like novel like War and Peace. Bubblegum pop and pulp can be just as fun. I kind of understand the whole traps thing. Stylistically, they work for some people (and are genre appropriate) but they can also really irritate because they really slow things down, particularly for paranoid players. Like character death consequences, this is a style thing. If the other players are OK with them, you should align to their preferences. But if you find they agree with you, then Dungeonosophy should relent on them recognizing that his players just find them boring. [/QUOTE]
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I need a D&D counseling session! Help! (Re: Update ("Argument-Stopping Protocols" -- please advise!))
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