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General Tabletop Discussion
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The human factor in tabletop games
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<blockquote data-quote="Illithidbix" data-source="post: 6823868" data-attributes="member: 12283"><p>Do you impose spellcasters to have the components for a spell? How do you manage it?</p></blockquote><p>[/QUOTE]</p><p></p><p>First principle is to simply encourage communication between players and the GM about what the idea for the game and what they want to do. If the GM and the players feel they're in conflict, then chances are the game isn't going to be enjoyable for either party.</p><p></p><p>Pretty much all issues with tabletop groups come from different player expectations and play styles trying to mesh with the GM's and other players.</p><p>Likewise due to there only being one "processor" (the GM), every player directly reduces the individual limelight time, which can mesh badly with player's attention spans. Five players is when this can get very noticeable.</p><p></p><p>In an ideal world a TRULY MIGHTY AND SKILLFUL GM would be able to shape and control the game so limelight hogging and solo scenes are not a problem, but no GM has any form of professional training, we're all just rank amateurs attempting an incredibly difficult creative challenge.</p><p>And in many cases trying to fix the problem solely in the midst of playing is firefighting the problem.</p><p></p><p>I sometimes do pointedly directly ask quieter players for their imput if I've noticed they haven't seen to contribute much in a scene.</p><p></p><p>So in many cases it's best to raise the issues directly with the players about your concerns about how the game is going. Perhaps best to phrase it as "I am worried that X doesn't get enough screen time" rather than "Y. You hogging the limelight too much"</p><p></p><p></p><p>Spell components, I only care about them as much as it's interesting to care about them. 5E D&D has component pouch or a spellcasting focuses for a very good reason.</p><p>[/QUOTE]</p>
[QUOTE="Illithidbix, post: 6823868, member: 12283"] Do you impose spellcasters to have the components for a spell? How do you manage it?[/QUOTE] [/QUOTE] First principle is to simply encourage communication between players and the GM about what the idea for the game and what they want to do. If the GM and the players feel they're in conflict, then chances are the game isn't going to be enjoyable for either party. Pretty much all issues with tabletop groups come from different player expectations and play styles trying to mesh with the GM's and other players. Likewise due to there only being one "processor" (the GM), every player directly reduces the individual limelight time, which can mesh badly with player's attention spans. Five players is when this can get very noticeable. In an ideal world a TRULY MIGHTY AND SKILLFUL GM would be able to shape and control the game so limelight hogging and solo scenes are not a problem, but no GM has any form of professional training, we're all just rank amateurs attempting an incredibly difficult creative challenge. And in many cases trying to fix the problem solely in the midst of playing is firefighting the problem. I sometimes do pointedly directly ask quieter players for their imput if I've noticed they haven't seen to contribute much in a scene. So in many cases it's best to raise the issues directly with the players about your concerns about how the game is going. Perhaps best to phrase it as "I am worried that X doesn't get enough screen time" rather than "Y. You hogging the limelight too much" Spell components, I only care about them as much as it's interesting to care about them. 5E D&D has component pouch or a spellcasting focuses for a very good reason. [/QUOTE]
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