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Players: Why Do You Want to Roll a d20?
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<blockquote data-quote="iserith" data-source="post: 7793499" data-attributes="member: 97077"><p>That's some fuzzy math.</p><p></p><p></p><p></p><p>I don't block people who disagree with me or play differently of which there are many. I block the ones who I and others perceive as acting in bad faith. If someone's capable of having a civil discourse, doesn't create then attack strawmen, or engage in hostile ridicule, I'm happy to talk to them whether they agree with me or not.</p><p></p><p></p><p></p><p>There's a secret trap door in a dungeon chamber, covered by a tattered rug. The characters are searching for secret doors. A player says the character checks under the rug as part of her description. The DM narrates that doing so reveals a secret trap door.</p><p></p><p>Are those "magic words?" Or are they a player describing what she wants to do and the DM narrating the results of the adventurer's action, as per the rules?</p><p></p><p></p><p></p><p>This approach makes no judgment as to separating "player knowledge" and "character knowledge." The player is free to act how he or she chooses for any reason the player chooses to establish. Nobody's forcing anyone to do anything.</p><p></p><p>Per the DMG's section on "metagame thinking," I do remind players in my Table Rules that acting on unverified assumptions can be dangerous to the character and the game experience and it's a good idea to bear that in mind when deciding what to do. But still, that's on the player.</p><p></p><p></p><p></p><p>The basic answer is to follow the basic conversation of the game: The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers' actions. And here's the important part - <em>repeat</em>. A lot of DMs forget that part and it makes their role harder. Keep that play loop churning. Be as succinct and clear as possible.</p><p></p><p>I don't actually find there's much to juggle at the table. It's a three-part loop and the adjudication process has two criteria. It is <em>sometimes </em>difficult to juggle some of the hugely complex set pieces I present regularly, but that's mostly because I drink.</p><p></p><p></p><p></p><p>This isn't something I see. They just do stuff and I narrate the result, sometimes calling for a check. Your paladin example simply isn't something that happens.</p><p></p><p>Even so, pretty much every common action in the game, plus some uncommon ones, is laid out in the ability check section. Players could go read Chapter 7 of the PHB to brush up.</p><p></p><p></p><p></p><p>I've addressed this in previous threads. It actually makes game play faster, particularly if the players are all moving in the same direction. Some specifics:</p><ul> <li data-xf-list-type="ul">Reasonably succinct descriptions from players and DM and focus on the play loop and the "middle path" approach which encourages people to pay attention to the DM and each other.</li> <li data-xf-list-type="ul">A shared agreement to be ready to act when the spotlight falls on you rather than hem and haw, stall, and ask questions while you think about what to do. </li> <li data-xf-list-type="ul">An emphasis on accepting the ideas of others and adding to them rather than negating or blocking them which creates debates and stymies forward momentum.</li> <li data-xf-list-type="ul">Fast resolution of any mechanics that come into play (often electronically).</li> </ul></blockquote><p></p>
[QUOTE="iserith, post: 7793499, member: 97077"] That's some fuzzy math. I don't block people who disagree with me or play differently of which there are many. I block the ones who I and others perceive as acting in bad faith. If someone's capable of having a civil discourse, doesn't create then attack strawmen, or engage in hostile ridicule, I'm happy to talk to them whether they agree with me or not. There's a secret trap door in a dungeon chamber, covered by a tattered rug. The characters are searching for secret doors. A player says the character checks under the rug as part of her description. The DM narrates that doing so reveals a secret trap door. Are those "magic words?" Or are they a player describing what she wants to do and the DM narrating the results of the adventurer's action, as per the rules? This approach makes no judgment as to separating "player knowledge" and "character knowledge." The player is free to act how he or she chooses for any reason the player chooses to establish. Nobody's forcing anyone to do anything. Per the DMG's section on "metagame thinking," I do remind players in my Table Rules that acting on unverified assumptions can be dangerous to the character and the game experience and it's a good idea to bear that in mind when deciding what to do. But still, that's on the player. The basic answer is to follow the basic conversation of the game: The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers' actions. And here's the important part - [I]repeat[/I]. A lot of DMs forget that part and it makes their role harder. Keep that play loop churning. Be as succinct and clear as possible. I don't actually find there's much to juggle at the table. It's a three-part loop and the adjudication process has two criteria. It is [I]sometimes [/I]difficult to juggle some of the hugely complex set pieces I present regularly, but that's mostly because I drink. This isn't something I see. They just do stuff and I narrate the result, sometimes calling for a check. Your paladin example simply isn't something that happens. Even so, pretty much every common action in the game, plus some uncommon ones, is laid out in the ability check section. Players could go read Chapter 7 of the PHB to brush up. I've addressed this in previous threads. It actually makes game play faster, particularly if the players are all moving in the same direction. Some specifics: [LIST] [*]Reasonably succinct descriptions from players and DM and focus on the play loop and the "middle path" approach which encourages people to pay attention to the DM and each other. [*]A shared agreement to be ready to act when the spotlight falls on you rather than hem and haw, stall, and ask questions while you think about what to do. [*]An emphasis on accepting the ideas of others and adding to them rather than negating or blocking them which creates debates and stymies forward momentum. [*]Fast resolution of any mechanics that come into play (often electronically). [/LIST] [/QUOTE]
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