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General Tabletop Discussion
*Dungeons & Dragons
Sidelining Players- the Good, the Bad, the Ugly, and the Poll
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<blockquote data-quote="Shadowdweller00" data-source="post: 7154421" data-attributes="member: 6778479"><p>Here's the thing about games I run. I like tactical wargaming. And I want to present a sense of reality - of verisimilitude - because I think it leads to better stories and more dramatic play. And to really get that across there needs to be consequences. HOWEVER - I also enjoy roleplay, and want to encourage my players to roleplay out character flaws and misconceptions about the game world from the POV of their respective characters because I think those too lead to better stories and more dramatic play. At least as long as these flaws don't get too obnoxious. But character flaws lead to problems and occasionally even character deaths. The last thing I would ever want to do is to punish a PLAYER for roleplaying out a CHARACTER's personal flaws. Being sidelined for too much time, IMO, has the potential to do just that.</p><p></p><p>To me, the social contract involves balancing face time / action between characters. I expect both as DM and player that face time is more or less roughly balanced between the players if one or more goes off on their own for some sort of side quest or errand. As a DM, if an individual character goes off and tries to pull an encounter that lasts too long, I start to ask the other players what they're up to or I start inventing encounters for them if they're being too passive. Because I don't think a session where a single or limited numbers of players take all the face time is fair or fun for the others. Same principle really applies to characters sidelined from in-game consequences. I try to speed things along so the sidelined players still get their own share of face time.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 7154421, member: 6778479"] Here's the thing about games I run. I like tactical wargaming. And I want to present a sense of reality - of verisimilitude - because I think it leads to better stories and more dramatic play. And to really get that across there needs to be consequences. HOWEVER - I also enjoy roleplay, and want to encourage my players to roleplay out character flaws and misconceptions about the game world from the POV of their respective characters because I think those too lead to better stories and more dramatic play. At least as long as these flaws don't get too obnoxious. But character flaws lead to problems and occasionally even character deaths. The last thing I would ever want to do is to punish a PLAYER for roleplaying out a CHARACTER's personal flaws. Being sidelined for too much time, IMO, has the potential to do just that. To me, the social contract involves balancing face time / action between characters. I expect both as DM and player that face time is more or less roughly balanced between the players if one or more goes off on their own for some sort of side quest or errand. As a DM, if an individual character goes off and tries to pull an encounter that lasts too long, I start to ask the other players what they're up to or I start inventing encounters for them if they're being too passive. Because I don't think a session where a single or limited numbers of players take all the face time is fair or fun for the others. Same principle really applies to characters sidelined from in-game consequences. I try to speed things along so the sidelined players still get their own share of face time. [/QUOTE]
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Community
General Tabletop Discussion
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Sidelining Players- the Good, the Bad, the Ugly, and the Poll
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