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Take, take, and take and never DM. What do players bring to a gaming group?
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<blockquote data-quote="Emirikol" data-source="post: 3067523" data-attributes="member: 10638"><p>That's how I get too if I don't keep up on the maintenance of player behavior. Players slip and get sloppy even if they start out good. </p><p></p><p>Women across america play a dice game called Bunco. It's a simple game, but the game has a lot of social rules (women, you know), but the women don't bitch about the social rules. Why is it that if you try that with RPG gaming, you're facing a brick wall (ever follow a "Table Rules" post on this forum before and see how you get treated by the people on this forum if you discuss them?)</p><p></p><p>I still think it comes down to incentives, disincentives that are based on <strong>table rules</strong>. You go over table rules the first session and for first timers. Make sure it's designed to be from what the <strong>GROUP</strong> wants, not what YOU want. Players can't argue with 6 other people but they sure can argue with you as a DM:</p><p>0. Be mature. </p><p></p><p>1. Our group considers start time to be very important because we all have limited gaming time. Players who are on-time will get significantly more experience.</p><p></p><p>2. We will game if we have at least 3 players and the DM will modify difficulty and plot accordingly. No single player will ever hold up playing the game.</p><p></p><p>3. Let us know if you don't plan to make it to the game. If you skip, the group will replace you. We keep a roster of 6 players. We keep a perpetual advertisement GAMERS WANTED up at Enworld, WotC and local game/comic/book stores to keep our roster full.</p><p></p><p>4. Everybody in the group has something that they're in charge of to help out the DM and your fellow players. Things like, tracking treasure, posting the top 5 things that happened in the last game, coming up with an NPC's relevant to each PC's background, knowing particular rules (grapple, etc.), and knowing about particular regions of the world, etc.</p><p></p><p></p><p>You're probably not surpised, but when you note stuff like this you always get a couple of uptights who indicate "oh, I don't think I could ever play with your group..see, I like to treat my DM like a cheap whore and like to show up late (or never) and certainly wouldn't want to have to be 'required' to do anything to be part of a group." Leave those people in the dust. Gaming time is too precious to piss around with uptight idiots. Make your GROUP rules and keep the people who can abide. The rules above are simple enough that if someone can't do "that" they are probably an inconsiderate jerk anyways.</p><p></p><p>Just my experiences over the past 20+ years.</p><p></p><p>jh</p><p>34</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3067523, member: 10638"] That's how I get too if I don't keep up on the maintenance of player behavior. Players slip and get sloppy even if they start out good. Women across america play a dice game called Bunco. It's a simple game, but the game has a lot of social rules (women, you know), but the women don't bitch about the social rules. Why is it that if you try that with RPG gaming, you're facing a brick wall (ever follow a "Table Rules" post on this forum before and see how you get treated by the people on this forum if you discuss them?) I still think it comes down to incentives, disincentives that are based on [B]table rules[/B]. You go over table rules the first session and for first timers. Make sure it's designed to be from what the [B]GROUP[/B] wants, not what YOU want. Players can't argue with 6 other people but they sure can argue with you as a DM: 0. Be mature. 1. Our group considers start time to be very important because we all have limited gaming time. Players who are on-time will get significantly more experience. 2. We will game if we have at least 3 players and the DM will modify difficulty and plot accordingly. No single player will ever hold up playing the game. 3. Let us know if you don't plan to make it to the game. If you skip, the group will replace you. We keep a roster of 6 players. We keep a perpetual advertisement GAMERS WANTED up at Enworld, WotC and local game/comic/book stores to keep our roster full. 4. Everybody in the group has something that they're in charge of to help out the DM and your fellow players. Things like, tracking treasure, posting the top 5 things that happened in the last game, coming up with an NPC's relevant to each PC's background, knowing particular rules (grapple, etc.), and knowing about particular regions of the world, etc. You're probably not surpised, but when you note stuff like this you always get a couple of uptights who indicate "oh, I don't think I could ever play with your group..see, I like to treat my DM like a cheap whore and like to show up late (or never) and certainly wouldn't want to have to be 'required' to do anything to be part of a group." Leave those people in the dust. Gaming time is too precious to piss around with uptight idiots. Make your GROUP rules and keep the people who can abide. The rules above are simple enough that if someone can't do "that" they are probably an inconsiderate jerk anyways. Just my experiences over the past 20+ years. jh 34 [/QUOTE]
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