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<blockquote data-quote="Pielorinho" data-source="post: 696772" data-attributes="member: 259"><p>With the Roc example, it's a good point that I shouldn't have let her describe the outcome. On the other hand, when a player tells me that they want to do something bizarre (throw a lasso at a roc), I often ask them what they're hoping to accomplish: sometimes, it turns out that they're visualizing the scene very differently from how I am, and once I clarify ("Uh, no, looking at that roc, you know there's no way you're going to lasso it and pull it to the ground; it's bigger than a city block"), they can re-think their action. And if they do decide to go through with whatever they're intending, if I know what they're trying to accomplish, I can give them feedback as the action progresses that helps them evaluate their goal.</p><p></p><p>Dunno if that made any sense.</p><p></p><p>On a different note, our group has a bad habit of being ubercareful. I ran a published adventure at DragonCon last year as a pickup game, however, and one player's reckless PC provided a revelatory experience for me. He didn't think before acting; he was fearless; he was stupid.</p><p></p><p><strong>And it was incredibly fun</strong>. He stumbled into every trap in the module, initiated some great comic-relief desperate-scramble-away-from-danger scenes, and kept everyone on their toes. His character, in fact, was the best thing about the Con for me.</p><p></p><p>I've been trying to bring some of that gung-ho-stupidity into my current games, to liven things up. It works pretty well.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 696772, member: 259"] With the Roc example, it's a good point that I shouldn't have let her describe the outcome. On the other hand, when a player tells me that they want to do something bizarre (throw a lasso at a roc), I often ask them what they're hoping to accomplish: sometimes, it turns out that they're visualizing the scene very differently from how I am, and once I clarify ("Uh, no, looking at that roc, you know there's no way you're going to lasso it and pull it to the ground; it's bigger than a city block"), they can re-think their action. And if they do decide to go through with whatever they're intending, if I know what they're trying to accomplish, I can give them feedback as the action progresses that helps them evaluate their goal. Dunno if that made any sense. On a different note, our group has a bad habit of being ubercareful. I ran a published adventure at DragonCon last year as a pickup game, however, and one player's reckless PC provided a revelatory experience for me. He didn't think before acting; he was fearless; he was stupid. [b]And it was incredibly fun[/b]. He stumbled into every trap in the module, initiated some great comic-relief desperate-scramble-away-from-danger scenes, and kept everyone on their toes. His character, in fact, was the best thing about the Con for me. I've been trying to bring some of that gung-ho-stupidity into my current games, to liven things up. It works pretty well. Daniel [/QUOTE]
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