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<blockquote data-quote="Swarmkeeper" data-source="post: 8447232" data-attributes="member: 6921763"><p>If that's fun for your table, that's great. For our 5e table, it's truly a waste of our valuable time to have someone reenact a scene for everyone at the table who just witnessed it - and for, what? To maybe give the scout's player a chance to withhold some information during a cooperative game? That just doesn't jive with our playstyle. There are plenty of other fun opportunities for interparty bickering that we don't need to employ such tactics.</p><p></p><p></p><p>Sure, that's cool.</p><p></p><p></p><p>Yep. It certainly has and continues to do so for some. I mean, "players telling other players what their characters should do" - full stop - is something that should be employed very sparingly. Perhaps only as advice if a player is taking too long. Otherwise, everyone should be ready on their turn. Are you listening to me, players? Be ready on your turn! Sorry... I digress.</p><p></p><p>Honestly, the best thing I ever did for our table (and my own enjoyment of DMing) was to throw metagaming and all the frustrating thought-policing that comes with it to the curb. It is really a self-imposed frustration that doesn't need to be part of the game at all. Instead, I urge players to focus on interacting with the game world via their PC before taking action on any metagaming assumptions. Truly the best advice I ever got here for running the game. YMMV.</p><p></p><p></p><p>Sounds like a mismatch of expectations which is why you might sometimes hear people here talk about wanting the players to provide "reasonable specificity" for what their PCs are going to do next . If the scout was going out to do scouty things and the rest of the party agreed they were setting up camp then waiting until dawn to go find said scout if need be, well, we're going to resolve their respective actions just like that. No take-backs. The scout's scene gets resolved - and if it goes badly and they don't return, guess what? It's dawn and we go back to the rest of the party to resolve what they're going to do next. No sneaky early rescue mission b/c the players already got to decide what they were going to do and when.</p><p></p><p></p><p>Coda: [USER=29398]@Lanefan[/USER] while we play different editions and we don't agree on a ton of things (although I <em>am </em>noticing more and more similarities over time), I just wanted to say I do appreciate reading what you have to offer. Sometimes it strengthens my resolve for how I do things. Sometimes it teaches me something new. Anyway, thanks.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8447232, member: 6921763"] If that's fun for your table, that's great. For our 5e table, it's truly a waste of our valuable time to have someone reenact a scene for everyone at the table who just witnessed it - and for, what? To maybe give the scout's player a chance to withhold some information during a cooperative game? That just doesn't jive with our playstyle. There are plenty of other fun opportunities for interparty bickering that we don't need to employ such tactics. Sure, that's cool. Yep. It certainly has and continues to do so for some. I mean, "players telling other players what their characters should do" - full stop - is something that should be employed very sparingly. Perhaps only as advice if a player is taking too long. Otherwise, everyone should be ready on their turn. Are you listening to me, players? Be ready on your turn! Sorry... I digress. Honestly, the best thing I ever did for our table (and my own enjoyment of DMing) was to throw metagaming and all the frustrating thought-policing that comes with it to the curb. It is really a self-imposed frustration that doesn't need to be part of the game at all. Instead, I urge players to focus on interacting with the game world via their PC before taking action on any metagaming assumptions. Truly the best advice I ever got here for running the game. YMMV. Sounds like a mismatch of expectations which is why you might sometimes hear people here talk about wanting the players to provide "reasonable specificity" for what their PCs are going to do next . If the scout was going out to do scouty things and the rest of the party agreed they were setting up camp then waiting until dawn to go find said scout if need be, well, we're going to resolve their respective actions just like that. No take-backs. The scout's scene gets resolved - and if it goes badly and they don't return, guess what? It's dawn and we go back to the rest of the party to resolve what they're going to do next. No sneaky early rescue mission b/c the players already got to decide what they were going to do and when. Coda: [USER=29398]@Lanefan[/USER] while we play different editions and we don't agree on a ton of things (although I [I]am [/I]noticing more and more similarities over time), I just wanted to say I do appreciate reading what you have to offer. Sometimes it strengthens my resolve for how I do things. Sometimes it teaches me something new. Anyway, thanks. [/QUOTE]
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