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The human factor in tabletop games
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<blockquote data-quote="Pozix" data-source="post: 6822390" data-attributes="member: 6814276"><p>Thank you steenan for your extensive and detailed answer.</p><p></p><p>I completely agree with you on some points and you have made me aware of others that I didn't think were pertinent enough to take the time needed to talk players into them.</p><p>About the aggressive scene cutting, I tried that with that person, when I was GM but it didn't go as planned, he felt targeted and took it personally. He called me on it telling me I'd been doing it on purpose to "ruin his fun". </p><p></p><p>Now that I'm not the GM anymore, I called him on it when he kept doing it, we stopped the campaign and we had that out-of-game conversation you're talking about. I made sure to explain to him that it wasn't personal, that I did it so that the others could participate as well. His permanent search for whatever riches and power hinders the other players as well. In the end, none of them wanted to confront him on this, they were like "Ah whatever, I just want to play, wake me up when he is done." (yes, it took so long that people slept for a few hours, woke up and he was still having his game time), so I stopped trying.</p><p>So when you say to cut from it to what other players are doing, we simply can't, because we're in the middle of a major plot twist in the campaign and he needs to be there. We're considerate enough towards him but it's not mutual.</p><p></p><p>Your third point is very important because this is how we can fix things up, but I have some questions about it. We already tried to talk before the start of my campaign, I asked them what would they like to be, as a group, what would they like to have as a general objective, stuff like that. "I don't want to know them, we'll meet in-game, surprise us" was the general answer.</p><p></p><p>I understand it's the GM's role to handle the stories and situations but when the players tell you "I have my own story, I don't want a background imposed on me, I don't want others to have the same background as me, I want to have a choice on the issue, you can't force me to be from there or there etc.", what should you answer him? How do you make him understand that the game is made to be played with others and having fun with them?</p><p></p><p>I'm going to try in our next session/campaign to create those ties and situations that links the whole group together, more than with the NPCs, but how do you make them accept it?</p><p>Also, about my 4th point, on the spell casters and components, how do you deal with it?</p><p></p><p>Thank you again for your time and insight on the matter.</p></blockquote><p></p>
[QUOTE="Pozix, post: 6822390, member: 6814276"] Thank you steenan for your extensive and detailed answer. I completely agree with you on some points and you have made me aware of others that I didn't think were pertinent enough to take the time needed to talk players into them. About the aggressive scene cutting, I tried that with that person, when I was GM but it didn't go as planned, he felt targeted and took it personally. He called me on it telling me I'd been doing it on purpose to "ruin his fun". Now that I'm not the GM anymore, I called him on it when he kept doing it, we stopped the campaign and we had that out-of-game conversation you're talking about. I made sure to explain to him that it wasn't personal, that I did it so that the others could participate as well. His permanent search for whatever riches and power hinders the other players as well. In the end, none of them wanted to confront him on this, they were like "Ah whatever, I just want to play, wake me up when he is done." (yes, it took so long that people slept for a few hours, woke up and he was still having his game time), so I stopped trying. So when you say to cut from it to what other players are doing, we simply can't, because we're in the middle of a major plot twist in the campaign and he needs to be there. We're considerate enough towards him but it's not mutual. Your third point is very important because this is how we can fix things up, but I have some questions about it. We already tried to talk before the start of my campaign, I asked them what would they like to be, as a group, what would they like to have as a general objective, stuff like that. "I don't want to know them, we'll meet in-game, surprise us" was the general answer. I understand it's the GM's role to handle the stories and situations but when the players tell you "I have my own story, I don't want a background imposed on me, I don't want others to have the same background as me, I want to have a choice on the issue, you can't force me to be from there or there etc.", what should you answer him? How do you make him understand that the game is made to be played with others and having fun with them? I'm going to try in our next session/campaign to create those ties and situations that links the whole group together, more than with the NPCs, but how do you make them accept it? Also, about my 4th point, on the spell casters and components, how do you deal with it? Thank you again for your time and insight on the matter. [/QUOTE]
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