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<blockquote data-quote="Rel" data-source="post: 2165978" data-attributes="member: 99"><p>If you haven't already, I'd suggest that you read Robin Laws' <em>Robin's Laws of Good Gamemastering</em>. It was really an eye opener for me about the way that I derived enjoyment from the game and the way that my players derived enjoyment from the game and how those were often very different.</p><p></p><p>See, I'm a Tactician too. I derive great pleasure from planning things, taking into account the strengths and weaknesses of my character and the group and making the optimal tactical choices based on that assessment. The problem is that, for the longest time, I assumed that my players loved that kind of stuff too. But they really just don't. My players include:</p><p></p><p>A Storyteller</p><p>A Specialist</p><p>A Butt Kicker</p><p>A Powergamer</p><p>and a couple of Casual Gamers</p><p></p><p>There's not a Tactician in the bunch!</p><p></p><p>Now it is important that I have fun too so I still have the bad guys play as smart as they should and make use of the tactics and resources that make sense for them. But I dialed down the raw power of the baddies I used because it wasn't necessary to make the game challenging. And I also make absolutely sure that the sorts of things that my players derive pleasure from make regular appearances in the game too.</p><p></p><p>I used to include these things before I read the book. But I was doing it accidentally and erratically because I did not have a codified system of thinking about the sorts of things my players enjoyed. But after reading Mr. Laws' book and understanding the kinds of players I've got, I'm able to actively include the precise sorts of things that make the game fun for them.</p><p></p><p>I really can't recommend it strongly enough.</p></blockquote><p></p>
[QUOTE="Rel, post: 2165978, member: 99"] If you haven't already, I'd suggest that you read Robin Laws' [i]Robin's Laws of Good Gamemastering[/i]. It was really an eye opener for me about the way that I derived enjoyment from the game and the way that my players derived enjoyment from the game and how those were often very different. See, I'm a Tactician too. I derive great pleasure from planning things, taking into account the strengths and weaknesses of my character and the group and making the optimal tactical choices based on that assessment. The problem is that, for the longest time, I assumed that my players loved that kind of stuff too. But they really just don't. My players include: A Storyteller A Specialist A Butt Kicker A Powergamer and a couple of Casual Gamers There's not a Tactician in the bunch! Now it is important that I have fun too so I still have the bad guys play as smart as they should and make use of the tactics and resources that make sense for them. But I dialed down the raw power of the baddies I used because it wasn't necessary to make the game challenging. And I also make absolutely sure that the sorts of things that my players derive pleasure from make regular appearances in the game too. I used to include these things before I read the book. But I was doing it accidentally and erratically because I did not have a codified system of thinking about the sorts of things my players enjoyed. But after reading Mr. Laws' book and understanding the kinds of players I've got, I'm able to actively include the precise sorts of things that make the game fun for them. I really can't recommend it strongly enough. [/QUOTE]
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