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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Fenris-77" data-source="post: 8021655" data-attributes="member: 6993955"><p>I only really bust out 'the rod' in cases of players who are disrespecting the shared fiction, specifically by being flip and casual and not taking anything seriously in a game where things are, sometimes, supposed to be serious. The kind of player who will bring a whole social encounter crashing down, and generally ruin role playing moments for the rest of the table because he's more concerned with amusing himself than in playing the game. When I say rod, I really mean I'll transition to hard moves faster and the hardness of the moves goes up. I don't need anyone to be super serious, and my games always contain a solid leavening of humor (I'm incapable of not adding humor), but you need to respect the other players. </p><p></p><p>With those players I'll generally start with the odd comment at the table, and I'll generally be transparent about linking cause to effect with moves and consequences. One, this lets the other players know that the issue has been identified, and two, it allows the player in question to try to manage his own behavior. Peer pressure is a good first tool. I'll usually put off 'taking them aside for a chat' as I find people often get defensive in those situations. Sometimes it fixes itself.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8021655, member: 6993955"] I only really bust out 'the rod' in cases of players who are disrespecting the shared fiction, specifically by being flip and casual and not taking anything seriously in a game where things are, sometimes, supposed to be serious. The kind of player who will bring a whole social encounter crashing down, and generally ruin role playing moments for the rest of the table because he's more concerned with amusing himself than in playing the game. When I say rod, I really mean I'll transition to hard moves faster and the hardness of the moves goes up. I don't need anyone to be super serious, and my games always contain a solid leavening of humor (I'm incapable of not adding humor), but you need to respect the other players. With those players I'll generally start with the odd comment at the table, and I'll generally be transparent about linking cause to effect with moves and consequences. One, this lets the other players know that the issue has been identified, and two, it allows the player in question to try to manage his own behavior. Peer pressure is a good first tool. I'll usually put off 'taking them aside for a chat' as I find people often get defensive in those situations. Sometimes it fixes itself. [/QUOTE]
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