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Keeping all players satisfied... all the time
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<blockquote data-quote="Skallgrim" data-source="post: 5145402" data-attributes="member: 79271"><p>One thing it took me a LONG time to figure out (or at least, to puzzle out specifics).</p><p></p><p>Players may get something out of the game that no-one else even notices or cares about. See if you can enable that. I know that sounds weird, but....</p><p></p><p>One of my players seemed disinterested on some nights. She was our 'newest' gamer, with the least experience. It turns out I was giving her <u>too little</u> to do. She wasn't <em>bored</em> by the game, but she wasn't always mentally challenged by it. </p><p></p><p>Now, I give her maps (if they are reasonably available, like we have a guide to a known area) and she details all sorts of stuff on them. If not, she draws maps. She tracks the "party loot", the stuff that is shared between characters, and she also uses a LOT of consumable items (thrown alchemical items, etc). She also has Wall-walkers, which let her use her movement in different and unusual ways. </p><p></p><p>By trying to make the game easier to understand for her, I actually was making it more boring. Other players are coming in from work, and don't really want that much mental exercise. </p><p></p><p>In addition, she has set goals for her character that are both realistic in roleplaying, and tactical challenges. She's never run out of surges. She's never made a Death check. She was overjoyed at making it through one encounter without even taking damage. It's not that she's not contributing (that encounter with no damage? She dealt the death blow to every monster in it). The character is the least "Heroic" of the heroes, so it makes sense for her to be less willing to risk life and limb. But really, she's doing this to set herself another challenge. It's like a videogamer playing on Hard, or trying to get a perfect score.</p><p></p><p>Those things don't have to reduce anyone else's fun, but they sure can boost her fun. Pay attention to the quirks of each of your players. Is there something they really liked, that you didn't think they would care about? Is there something you thought would go over like gangbusters that they didn't get excited about. Hopefully, you can customize the game just a little bit for each of them.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 5145402, member: 79271"] One thing it took me a LONG time to figure out (or at least, to puzzle out specifics). Players may get something out of the game that no-one else even notices or cares about. See if you can enable that. I know that sounds weird, but.... One of my players seemed disinterested on some nights. She was our 'newest' gamer, with the least experience. It turns out I was giving her [U]too little[/U] to do. She wasn't [I]bored[/I] by the game, but she wasn't always mentally challenged by it. Now, I give her maps (if they are reasonably available, like we have a guide to a known area) and she details all sorts of stuff on them. If not, she draws maps. She tracks the "party loot", the stuff that is shared between characters, and she also uses a LOT of consumable items (thrown alchemical items, etc). She also has Wall-walkers, which let her use her movement in different and unusual ways. By trying to make the game easier to understand for her, I actually was making it more boring. Other players are coming in from work, and don't really want that much mental exercise. In addition, she has set goals for her character that are both realistic in roleplaying, and tactical challenges. She's never run out of surges. She's never made a Death check. She was overjoyed at making it through one encounter without even taking damage. It's not that she's not contributing (that encounter with no damage? She dealt the death blow to every monster in it). The character is the least "Heroic" of the heroes, so it makes sense for her to be less willing to risk life and limb. But really, she's doing this to set herself another challenge. It's like a videogamer playing on Hard, or trying to get a perfect score. Those things don't have to reduce anyone else's fun, but they sure can boost her fun. Pay attention to the quirks of each of your players. Is there something they really liked, that you didn't think they would care about? Is there something you thought would go over like gangbusters that they didn't get excited about. Hopefully, you can customize the game just a little bit for each of them. [/QUOTE]
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