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Learning from GMs at GenCon - Respond to Roleplaying
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<blockquote data-quote="Dausuul" data-source="post: 5299653" data-attributes="member: 58197"><p>Damn straight I am.</p><p></p><p>Since I find fixing systems is usually easier, more effective, and less hassle than fixing people, when I have a problem I look at the system first to see if something in the mechanics is fostering it. People respond to incentives; I have observed player behavior change drastically when moving from one system to another with a different incentive structure.</p><p></p><p>A few players just suck. But those are a decided minority. Some players have genuine conflicts in terms of what they want out of the game... but it's not as common as you'd think. It's usually worth looking at the system you're using to see if tweaking it would solve the issue, or at least reduce the effort required to solve it.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5299653, member: 58197"] Damn straight I am. Since I find fixing systems is usually easier, more effective, and less hassle than fixing people, when I have a problem I look at the system first to see if something in the mechanics is fostering it. People respond to incentives; I have observed player behavior change drastically when moving from one system to another with a different incentive structure. A few players just suck. But those are a decided minority. Some players have genuine conflicts in terms of what they want out of the game... but it's not as common as you'd think. It's usually worth looking at the system you're using to see if tweaking it would solve the issue, or at least reduce the effort required to solve it. [/QUOTE]
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