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General Tabletop Discussion
*TTRPGs General
The Contract Between GM and Players
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<blockquote data-quote="Barastrondo" data-source="post: 5868840" data-attributes="member: 3820"><p>I'm going to be <em>egregiously</em> noncommittal and suggest that some responsibilities shift from game to game, depending on the players and the intent. A GM whose players thrive on a cold, hard, dice-fall-where-they-may environment where success and failure are measured by survival and death has one set of responsibilities. A GM whose players game after work when there's a 50% chance that any one player is kind of fried but everyone just wants to roll some dice and crack some jokes has a different set. A GM running a one-shot for newbies has to do things differently than he would running a continuity-heavy campaign for old friends. </p><p></p><p>And this holds true for players, as well. In a hardcore survival-mode game players need to be supportive and clever so they don't get everyone else killed with their mistakes. In a more social-heavy, lighter-hearted game, there's more impetus for players to be entertaining; doing the funny thing that is not a clever tactical move is a good play in such a game. Newbies shouldn't be held to the same bit of standards as long-term players.</p><p></p><p>I'd say one of the big things is to figure out what you want from a game, what everyone else at the table wants from the game, and then play accordingly. It's sort of like going out to eat, really; pick a restaurant everyone's cool with, dress and act accordingly for the place, and have a good time.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5868840, member: 3820"] I'm going to be [I]egregiously[/I] noncommittal and suggest that some responsibilities shift from game to game, depending on the players and the intent. A GM whose players thrive on a cold, hard, dice-fall-where-they-may environment where success and failure are measured by survival and death has one set of responsibilities. A GM whose players game after work when there's a 50% chance that any one player is kind of fried but everyone just wants to roll some dice and crack some jokes has a different set. A GM running a one-shot for newbies has to do things differently than he would running a continuity-heavy campaign for old friends. And this holds true for players, as well. In a hardcore survival-mode game players need to be supportive and clever so they don't get everyone else killed with their mistakes. In a more social-heavy, lighter-hearted game, there's more impetus for players to be entertaining; doing the funny thing that is not a clever tactical move is a good play in such a game. Newbies shouldn't be held to the same bit of standards as long-term players. I'd say one of the big things is to figure out what you want from a game, what everyone else at the table wants from the game, and then play accordingly. It's sort of like going out to eat, really; pick a restaurant everyone's cool with, dress and act accordingly for the place, and have a good time. [/QUOTE]
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