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<blockquote data-quote="Ralif Redhammer" data-source="post: 8089103" data-attributes="member: 30438"><p>Having a character that will bite the hook of the game is so important. If my hooks aren't appealing, that's a different conversation, but if you're just going to try to walk away from the campaign (I had a player that would routinely need to be convinced by all the other players why he should want to Do The Thing. I no longer game with that person, but in hindsight, I should've just told him "okay, your character walks into the sunset; now make your new character that is motivated to be a part of this campaign.") or are going to hold the campaign hostage so that you can extort more imaginary gold pieces from the quest giver, that's going to make the game so much less fun for everyone.</p><p></p><p></p><p></p><p>Other than that, showing up is important. I get that life gets in the way sometimes, but don't show up every few months and act like I should thankful that you finally made it.</p><p></p><p>Knowing what you're going to do on your turn is another thing. It's fine if you have some questions, but few things kill momentum like that dead air as a player's gears grind.</p><p></p><p>Finally, players have a responsibility to other players. It just makes a game better when the PCs interact with each other, exalt each other, and work as a team.</p><p></p><p>As for the rules, I'm fine if a new person isn't sure on the rules. They have to start somewhere and I want them to have a fun time. Now, if a person has been playing a while and consistently gets it wrong, that's another problem. That means every time that PC does something, I have to stop to look it up to be sure that they're not way off-base. It's like if you've been playing for years and can't figure out what your spells do, maybe you shouldn't always play a spellcaster.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8089103, member: 30438"] Having a character that will bite the hook of the game is so important. If my hooks aren't appealing, that's a different conversation, but if you're just going to try to walk away from the campaign (I had a player that would routinely need to be convinced by all the other players why he should want to Do The Thing. I no longer game with that person, but in hindsight, I should've just told him "okay, your character walks into the sunset; now make your new character that is motivated to be a part of this campaign.") or are going to hold the campaign hostage so that you can extort more imaginary gold pieces from the quest giver, that's going to make the game so much less fun for everyone. Other than that, showing up is important. I get that life gets in the way sometimes, but don't show up every few months and act like I should thankful that you finally made it. Knowing what you're going to do on your turn is another thing. It's fine if you have some questions, but few things kill momentum like that dead air as a player's gears grind. Finally, players have a responsibility to other players. It just makes a game better when the PCs interact with each other, exalt each other, and work as a team. As for the rules, I'm fine if a new person isn't sure on the rules. They have to start somewhere and I want them to have a fun time. Now, if a person has been playing a while and consistently gets it wrong, that's another problem. That means every time that PC does something, I have to stop to look it up to be sure that they're not way off-base. It's like if you've been playing for years and can't figure out what your spells do, maybe you shouldn't always play a spellcaster. [/QUOTE]
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