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<blockquote data-quote="bloodtide" data-source="post: 9704341" data-attributes="member: 6684958"><p>This is a bit of a can of worms for both GMs and Players, as the player can't just "do stuff" unless they are in the right game play stlye with the right GM.</p><p></p><p>For GMs:</p><p>The biggest group are the GMs that will demand anything other then a simple fluff action of no consequence must be done by the official game rules. This DM will never allow a PC injure a foe with set up trap, unless the character has expertise in the booby trap skill and rolls a dc 10 trap check. Combat specifically must always be done by the official combat rules.</p><p></p><p>The next ones, and closely related, are the GMs that won't allow anything to work not done by the official game rules. If a PC just wants to make a noise to distract a guard the GM will just be all "eh, the guard does nothing". But if a PC uses their Sound Mimicry skill and beats that DC10, then the guard will be all "wow...what is that sound over their an abandon their post".</p><p></p><p>The third one, again closely related, is the GM that demands the expenditure of resources, other then a few skills or such. This GM feels the players must "pay" to do things in the game. So if the PC tries to make a 'scary doorway', the GM will just ignore it. Only when the PC uses an illusion spell to make it does the GM go "wow, the NPCs get scared!".</p><p></p><p>The forth one is the GM with odd, if not downright crazy ideas about how reality works. So it can be hard, nearly impossible, to do anything interesting in the game as the GM will say fire or water or air "does not work that way". This can derail a game so fast. </p><p></p><p>The fifth one is the low or no description GM. They say places look like "a forest" or "a room". With nothing in a room, it can be hard for a PC to do anything, as there is nothing there. Worse are the GM that will insist common things, won't be in an area, just so the PCs can use them</p><p></p><p>On the Player side:</p><p></p><p>Most players have a wildly exaggerated sense of reality from fiction, and most of all cartoon anime. They think their PC can jump up, flip in mind air six times, slice through a massive tree with their scimitar and have the tree fall on a dragon and kill it instantly. After all some character did it in Super Duper Ninja Goman Four. </p><p></p><p>Second are the players that just don't get the fullness of reality. Again, often from fiction. This player thinks they can run from a foe "stop and dig a hole for them to fall into" and then trick then to fall into it. The player somehow thinks it is possible to dig a hole in seconds. The basic plan is fine, but it does not work as you are being chased. </p><p></p><p>The third big and growing type of player are the ones that demand mechanical official rules for everything. Much like the GM one above, though this type of player is often hostile to the GM. </p><p></p><p>Fourth, not every player is smart or clever or can think of much of anything. Give them even a simple problem and they won't know what to do. This type of player often wants to "ask" their smart character what to do.</p><p></p><p>The fifth type is just the showman. They have some fancy ability on their character sheet and want to show it off for an audience.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9704341, member: 6684958"] This is a bit of a can of worms for both GMs and Players, as the player can't just "do stuff" unless they are in the right game play stlye with the right GM. For GMs: The biggest group are the GMs that will demand anything other then a simple fluff action of no consequence must be done by the official game rules. This DM will never allow a PC injure a foe with set up trap, unless the character has expertise in the booby trap skill and rolls a dc 10 trap check. Combat specifically must always be done by the official combat rules. The next ones, and closely related, are the GMs that won't allow anything to work not done by the official game rules. If a PC just wants to make a noise to distract a guard the GM will just be all "eh, the guard does nothing". But if a PC uses their Sound Mimicry skill and beats that DC10, then the guard will be all "wow...what is that sound over their an abandon their post". The third one, again closely related, is the GM that demands the expenditure of resources, other then a few skills or such. This GM feels the players must "pay" to do things in the game. So if the PC tries to make a 'scary doorway', the GM will just ignore it. Only when the PC uses an illusion spell to make it does the GM go "wow, the NPCs get scared!". The forth one is the GM with odd, if not downright crazy ideas about how reality works. So it can be hard, nearly impossible, to do anything interesting in the game as the GM will say fire or water or air "does not work that way". This can derail a game so fast. The fifth one is the low or no description GM. They say places look like "a forest" or "a room". With nothing in a room, it can be hard for a PC to do anything, as there is nothing there. Worse are the GM that will insist common things, won't be in an area, just so the PCs can use them On the Player side: Most players have a wildly exaggerated sense of reality from fiction, and most of all cartoon anime. They think their PC can jump up, flip in mind air six times, slice through a massive tree with their scimitar and have the tree fall on a dragon and kill it instantly. After all some character did it in Super Duper Ninja Goman Four. Second are the players that just don't get the fullness of reality. Again, often from fiction. This player thinks they can run from a foe "stop and dig a hole for them to fall into" and then trick then to fall into it. The player somehow thinks it is possible to dig a hole in seconds. The basic plan is fine, but it does not work as you are being chased. The third big and growing type of player are the ones that demand mechanical official rules for everything. Much like the GM one above, though this type of player is often hostile to the GM. Fourth, not every player is smart or clever or can think of much of anything. Give them even a simple problem and they won't know what to do. This type of player often wants to "ask" their smart character what to do. The fifth type is just the showman. They have some fancy ability on their character sheet and want to show it off for an audience. [/QUOTE]
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