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Klaw's Tomb of Annihilation Post Game Show! Session #1 - A Player Character Died Tonight!
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<blockquote data-quote="iserith" data-source="post: 7287218" data-attributes="member: 97077"><p>Thank you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>When it comes to these sorts of things, I always try to find the underlying issue because without addressing the cause, the symptoms will keep appearing.</p><p></p><p></p><p></p><p>Yep, this is pretty common. The way I deal with this issue is to teach the players how to reach consensus more easily by using the improvisational acting technique of "Yes and..." Someone offers a good-faith suggestion and then the next person accepts the idea as valid ("Yes...") then adds something to make it better ("and...") in a way that doesn't negate the original idea. That generally means consensus is achieved when each player has had a say and it doesn't continue past that. The decision is made and the plan created in a couple minutes if that.</p><p></p><p>Contrast this method with the standard model of debate at many tables (in my experience) where suggestions are proffered and then everyone discusses how that <em>won't </em>work. In addition to taking up more time at the table, it means that what you've got is a competition for the best idea at the table and no clear rules on how to decide on the best one. Everyone loses unless someone is particularly good at arguing or applying social pressures to get others to climb aboard. Or maybe the DM, noticing the clock ticking and people getting annoyed, calls for a vote. People's good-faith ideas are shut down, often repeatedly, leading to frustration which turns to impatience which turns to rash decisions. It's vicious.</p></blockquote><p></p>
[QUOTE="iserith, post: 7287218, member: 97077"] Thank you. :) When it comes to these sorts of things, I always try to find the underlying issue because without addressing the cause, the symptoms will keep appearing. Yep, this is pretty common. The way I deal with this issue is to teach the players how to reach consensus more easily by using the improvisational acting technique of "Yes and..." Someone offers a good-faith suggestion and then the next person accepts the idea as valid ("Yes...") then adds something to make it better ("and...") in a way that doesn't negate the original idea. That generally means consensus is achieved when each player has had a say and it doesn't continue past that. The decision is made and the plan created in a couple minutes if that. Contrast this method with the standard model of debate at many tables (in my experience) where suggestions are proffered and then everyone discusses how that [I]won't [/I]work. In addition to taking up more time at the table, it means that what you've got is a competition for the best idea at the table and no clear rules on how to decide on the best one. Everyone loses unless someone is particularly good at arguing or applying social pressures to get others to climb aboard. Or maybe the DM, noticing the clock ticking and people getting annoyed, calls for a vote. People's good-faith ideas are shut down, often repeatedly, leading to frustration which turns to impatience which turns to rash decisions. It's vicious. [/QUOTE]
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Klaw's Tomb of Annihilation Post Game Show! Session #1 - A Player Character Died Tonight!
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