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Spoon feed or let them fend for themselves?
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<blockquote data-quote="kigmatzomat" data-source="post: 1316406" data-attributes="member: 9254"><p>If they didn't try to go around they need serious mental care. However I suspect, intentionally or not, you implied the road was utterly unavoidable and there was no way around. </p><p></p><p>One thing I've done is tape record my game sessions and then listen to them a day or two later. It's important to wait a day or two or else you'll be able to repeat your words verbatim and everything will seem fine; wait until the memories fade and you'll be able to hear the difference between what you *thought* you said and what you *really* said. </p><p></p><p>Of course in my case it really just proved my players have more selective memory than I do and that most of the problems I thought I was having in accurate description was in fact the players being dense. (I didn't think I'd be bungling scripts or notes after years of drama and speech courses combined with memory training exercises)</p><p></p><p></p><p></p><p>This might not be direction(DM) as much as it is direction(game). I, personally, hate "find the magic whoosis" sessions: it feels like I'm playing Diablo. </p><p></p><p>Consider asking your players what kinds of adventures they'd like to play. Don't just listen to the detail but the nuances. A swashbuckling campaign doesn't mean "guys on boats saying Arr" it means Erol Flynn swinging from chandeliers exchanging barbed comments and charming the ladies just like King Arthur isn't "armored guys on horses." </p><p></p><p>Take a look at your game and figure out what flavor it has. Does it have any? Why? What are you considering flavor? Are you sure that isn't just special effects in your mind's eye? (Meaning "kewl critters" don't translate well as flavor on their own without a LOT of DM work)</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1316406, member: 9254"] If they didn't try to go around they need serious mental care. However I suspect, intentionally or not, you implied the road was utterly unavoidable and there was no way around. One thing I've done is tape record my game sessions and then listen to them a day or two later. It's important to wait a day or two or else you'll be able to repeat your words verbatim and everything will seem fine; wait until the memories fade and you'll be able to hear the difference between what you *thought* you said and what you *really* said. Of course in my case it really just proved my players have more selective memory than I do and that most of the problems I thought I was having in accurate description was in fact the players being dense. (I didn't think I'd be bungling scripts or notes after years of drama and speech courses combined with memory training exercises) This might not be direction(DM) as much as it is direction(game). I, personally, hate "find the magic whoosis" sessions: it feels like I'm playing Diablo. Consider asking your players what kinds of adventures they'd like to play. Don't just listen to the detail but the nuances. A swashbuckling campaign doesn't mean "guys on boats saying Arr" it means Erol Flynn swinging from chandeliers exchanging barbed comments and charming the ladies just like King Arthur isn't "armored guys on horses." Take a look at your game and figure out what flavor it has. Does it have any? Why? What are you considering flavor? Are you sure that isn't just special effects in your mind's eye? (Meaning "kewl critters" don't translate well as flavor on their own without a LOT of DM work) [/QUOTE]
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