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General Tabletop Discussion
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Some Tips for Smoother, Faster Play
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<blockquote data-quote="Lanefan" data-source="post: 7999969" data-attributes="member: 29398"><p>The rather large assumption this makes - and you even point it out - is that everyone's idea of 'fun' is just about always the same.</p><p></p><p>News flash: it isn't; and even a single person's idea of what's 'fun' might change from one session to the next depending on mood, or from one year to the next depending on whatever.</p><p></p><p>Which merely tells me you're forcing the definition of what's relevant and what isn't on to your players, and then making them agree. You're also in some ways telling players how to play their characters; all in the interest of saving time which is, in the end, a nigh-boundless resource provided you're healthy and not ancient.</p><p></p><p>Big. Red. Flags.</p><p></p><p>Also, what happens if the reason Tom's character doesn't want to go on an adventure is because he's heard of another adventure he'd rather do instead?</p><p>Completely agree with these two; though I've run into all kinds of trouble in the past (both as player and DM) in situations where the DM describes something and the player from that description imagines something different, even after supposedly-clarifying questions. Never ends well.</p><p></p><p>It's a win if you want nothing but groupthink rather than individualism, both at the table and PC level; and pretty much soft-bans chaotics both as players and PCs. Another big red flag.</p><p></p><p>It's also a win for the first person to suggest an idea - which while being good for promoting quick thinking is bad if the idea suggested simply isn't worth considering; as everyone's then stuck with it.</p><p></p><p>And the barbarian can still charge in regardless, she just has to be quick about it before anyone says anything. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>This is quite different from the completely unacceptable practice of telling other players how to play their characters.</p><p></p><p>It's also a loss to those who maybe don't think (or speak up) quite as fast but whose idea or plan would in the end be better. They're forced to say "Yes, and..." and go along with an inferior idea where what they really want to say is "Yes, or...".</p><p></p><p>You may run circles around other groups in terms of quantity of content, but quality? That'd be in the eye of the beholder, I think, and what might be quality for you could be anything but for someone else. Not to say your games aren't good for your crew; I'm sure they are, but to say be wary of extrapolating that experience too far on to others. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>My own tips for smoother faster play mostly come from the DM side:</p><p></p><ul> <li data-xf-list-type="ul">make your descriptions concise, i.e. give the same info you'd have given before but don't use ten words where two will do. (this is true even if using a published module with boxed text, as the boxed text sometimes gets too flowery for its own good!)</li> <li data-xf-list-type="ul">be ready and willing to make stuff up if you're asked a question that you haven't a prepped answer for (for me, I often find myself having to dream up names on the spot for NPCs I mistakenly thought would be irrelevant).</li> <li data-xf-list-type="ul">be ready to start on time even if the players aren't (my lot often arrive late and leave later, it;s just how they are).</li> </ul></blockquote><p></p>
[QUOTE="Lanefan, post: 7999969, member: 29398"] The rather large assumption this makes - and you even point it out - is that everyone's idea of 'fun' is just about always the same. News flash: it isn't; and even a single person's idea of what's 'fun' might change from one session to the next depending on mood, or from one year to the next depending on whatever. Which merely tells me you're forcing the definition of what's relevant and what isn't on to your players, and then making them agree. You're also in some ways telling players how to play their characters; all in the interest of saving time which is, in the end, a nigh-boundless resource provided you're healthy and not ancient. Big. Red. Flags. Also, what happens if the reason Tom's character doesn't want to go on an adventure is because he's heard of another adventure he'd rather do instead? Completely agree with these two; though I've run into all kinds of trouble in the past (both as player and DM) in situations where the DM describes something and the player from that description imagines something different, even after supposedly-clarifying questions. Never ends well. [I][/I]It's a win if you want nothing but groupthink rather than individualism, both at the table and PC level; and pretty much soft-bans chaotics both as players and PCs. Another big red flag. It's also a win for the first person to suggest an idea - which while being good for promoting quick thinking is bad if the idea suggested simply isn't worth considering; as everyone's then stuck with it. And the barbarian can still charge in regardless, she just has to be quick about it before anyone says anything. :) This is quite different from the completely unacceptable practice of telling other players how to play their characters. It's also a loss to those who maybe don't think (or speak up) quite as fast but whose idea or plan would in the end be better. They're forced to say "Yes, and..." and go along with an inferior idea where what they really want to say is "Yes, or...". You may run circles around other groups in terms of quantity of content, but quality? That'd be in the eye of the beholder, I think, and what might be quality for you could be anything but for someone else. Not to say your games aren't good for your crew; I'm sure they are, but to say be wary of extrapolating that experience too far on to others. :) My own tips for smoother faster play mostly come from the DM side: [LIST] [*]make your descriptions concise, i.e. give the same info you'd have given before but don't use ten words where two will do. (this is true even if using a published module with boxed text, as the boxed text sometimes gets too flowery for its own good!) [*]be ready and willing to make stuff up if you're asked a question that you haven't a prepped answer for (for me, I often find myself having to dream up names on the spot for NPCs I mistakenly thought would be irrelevant). [*]be ready to start on time even if the players aren't (my lot often arrive late and leave later, it;s just how they are). [/LIST] [/QUOTE]
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