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Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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<blockquote data-quote="Clint_L" data-source="post: 8828143" data-attributes="member: 7035894"><p>The thing I really work on with new players is getting them onboard with the idea that an RPG is cooperative storytelling and not a zero sum game where only one person or one side wins. I go out of my way to make failures super entertaining so that players get as excited for a natural 1 as a natural 20, because they know something fun is about to happen. Yeah, it'll probably be the opposite of what they were hoping for, but that just provides an opportunity to come up with a new plan on the fly.</p><p></p><p>A little meta-gaming is inevitable and even desirable - you want players talking and cooperating even if its a <em>little</em> more than could reasonably happen in a 6 second round. Extreme meta-gaming, like using out of game knowledge of a creatures vulnerabilities, annoys me because it misses the point of cooperative storytelling, which is that failure and learning are key to the fun. It is way more fun if your characters have to deduce the solution rather than one person googling it and shouting out the answer.</p><p></p><p>My absolute pet peeve, though, is one player telling another what they should do on their turn. I absolutely shut that crap down immediately and I'm super blunt about it.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8828143, member: 7035894"] The thing I really work on with new players is getting them onboard with the idea that an RPG is cooperative storytelling and not a zero sum game where only one person or one side wins. I go out of my way to make failures super entertaining so that players get as excited for a natural 1 as a natural 20, because they know something fun is about to happen. Yeah, it'll probably be the opposite of what they were hoping for, but that just provides an opportunity to come up with a new plan on the fly. A little meta-gaming is inevitable and even desirable - you want players talking and cooperating even if its a [I]little[/I] more than could reasonably happen in a 6 second round. Extreme meta-gaming, like using out of game knowledge of a creatures vulnerabilities, annoys me because it misses the point of cooperative storytelling, which is that failure and learning are key to the fun. It is way more fun if your characters have to deduce the solution rather than one person googling it and shouting out the answer. My absolute pet peeve, though, is one player telling another what they should do on their turn. I absolutely shut that crap down immediately and I'm super blunt about it. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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