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*Dungeons & Dragons
New Players same level as Current Players?
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<blockquote data-quote="Iry" data-source="post: 6810424" data-attributes="member: 6777378"><p>But here is the problem. Meeting the needs of your players means knowing what is going on in their lives and building situations that can help them on a psychological level. Let me give an example:</p><p></p><p>Player A is an explorer who just wants to experience what kind of cool story I am telling. I do some digging to find out what genres and tropes she likes and dislikes, then make sure she encounters (or avoids) those tropes to a moderate degree in-game.</p><p></p><p>Player B has been passed up for promotion twice and seems really bummed about it. I make sure she encounters situations where she can be better recognized for her accomplishments and maybe an authority figure is willing to give her more responsibility (if she rolls well -- these are not freely given).</p><p></p><p>Player C wants to talk trash to NPCs because he has to be extremely nice and diplomatic in his workplace. Since he needs to blow off some steam now and then, I make sure to arrange some situations where he has an easier time getting away with talking trash to NPCs. Doing so is ultimately his choice, of course.</p><p></p><p>Player D is a higher functioning member of the autism spectrum and has trouble interacting socially with others both inside and outside of the game. I make sure circumstances in the game conspire to give him a wide and obvious range of social situations so he can learn and experiment with how to act in a safe environment.</p><p></p><p>A sandbox is probably not going to meet the needs of those players with any regularity. Only by coincidence. This is one of the biggest reasons why it is such a good idea to tailor situations to the needs and capabilities of your players. Unless you have players who specifically enjoy a sandbox heavy game over the alternative, they may be having objectively less fun.</p></blockquote><p></p>
[QUOTE="Iry, post: 6810424, member: 6777378"] But here is the problem. Meeting the needs of your players means knowing what is going on in their lives and building situations that can help them on a psychological level. Let me give an example: Player A is an explorer who just wants to experience what kind of cool story I am telling. I do some digging to find out what genres and tropes she likes and dislikes, then make sure she encounters (or avoids) those tropes to a moderate degree in-game. Player B has been passed up for promotion twice and seems really bummed about it. I make sure she encounters situations where she can be better recognized for her accomplishments and maybe an authority figure is willing to give her more responsibility (if she rolls well -- these are not freely given). Player C wants to talk trash to NPCs because he has to be extremely nice and diplomatic in his workplace. Since he needs to blow off some steam now and then, I make sure to arrange some situations where he has an easier time getting away with talking trash to NPCs. Doing so is ultimately his choice, of course. Player D is a higher functioning member of the autism spectrum and has trouble interacting socially with others both inside and outside of the game. I make sure circumstances in the game conspire to give him a wide and obvious range of social situations so he can learn and experiment with how to act in a safe environment. A sandbox is probably not going to meet the needs of those players with any regularity. Only by coincidence. This is one of the biggest reasons why it is such a good idea to tailor situations to the needs and capabilities of your players. Unless you have players who specifically enjoy a sandbox heavy game over the alternative, they may be having objectively less fun. [/QUOTE]
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