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What Are Traps For?
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<blockquote data-quote="bloodtide" data-source="post: 9277904" data-attributes="member: 6684958"><p>I run games for strangers all the time: half of them are bad players. </p><p></p><p></p><p>I still find it 50/50. </p><p></p><p></p><p></p><p>Pay no attention to that AI in the corner.</p><p></p><p>Yea, but it's a Glitch in the Matrix kind of thing. </p><p></p><p>I mean I'm the reasonable one saying half of the players are bad and half are good. Your side says every single player is a perfect saint and angel. </p><p></p><p>Well, I find half the players don't care and will never care. They are not there to even play the game: they just want to hang out, relax, waste time or spend time away from their wife. Plus all the players dragged into the game by a friend, family member or as part of a couple. </p><p></p><p>And...well, I count your "worth their time" type player as a bad player. This Tyrant Player that comes in demanding the game must be a set way they want it and that the DM must bow down before them, is not what I call a good player. </p><p></p><p></p><p>Don't see how. Danny shows up to the game two hours late for some dumb reason. Eric is always "checking stuff" on his phone as he is a blithering idiot. Kyle will get the phone call from his wife a couple minutes after the game starts that he "must answer" and will spend 1-2 hours talking to her on the phone....before saying he "has to go home". Nothing can be done for these three gamers. Even if I did it your way and made a perfect game that they loved 100%....Danny would still be late, Eric would still be on his phone and Kyle would still be on his phone too. Though when someone like Kyle does sneak into my game, and gets a "oh I need to take this call", I just kick them out of the game and send them home: "I understand you need to talk to your wife...so by all means go home and talk to her and never come back"</p><p></p><p>Josh just wants mindless combat and refuses to role play his character 'Josh' at all. Kevin cant be bothered to remember anything and tries to say stuff like "we go over there to that place and see that guy...". Anna does not know the rules...and does not even own a rule book...and does not care to learn them. </p><p></p><p>And again....none of the above are effected by "what game I'm running". No matter what, Anna will still say constantly "what do I roll to hit?", for example. </p><p></p><p></p><p>Well, over in the land of 50% of people are not so great......I expect players to meet me half way. </p><p></p><p></p><p>I use battlefield traps. Lots of spells do this, after all. And 3.5E D&D has fun things like combat trap smiths. </p><p></p><p></p><p>I find a lot of games....and a lot of players are Combat Focused. And as part of this they require or demand that their character be at 100% at the start of any combat or the game "is not fun for them". So after a single combat they will heal up, rest, or otherwise reset their character to "default". They hate traps as a trap might do 10 damage to their 100 hit point character that they "must fix" before the next combat.</p><p></p><p></p><p>This is where D&Ds vague Hit Point and Damage come in....though it's not really explained well in the rules. It's not the binary of "miss" and "hit". </p><p></p><p>The vast majority of gamers think damage is a massive solid hit. So in their view if they take damage from a rolling boulder trap...they are thinking more like Wilde D Coyote getting 'splat' under a boulder.</p><p></p><p>But Indy does take damage as he runs, stumbles, trips and dodges out of the way of the boulder. The trap does 5d6 damage.....and Indy took like 11 damage.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9277904, member: 6684958"] I run games for strangers all the time: half of them are bad players. I still find it 50/50. Pay no attention to that AI in the corner. Yea, but it's a Glitch in the Matrix kind of thing. I mean I'm the reasonable one saying half of the players are bad and half are good. Your side says every single player is a perfect saint and angel. Well, I find half the players don't care and will never care. They are not there to even play the game: they just want to hang out, relax, waste time or spend time away from their wife. Plus all the players dragged into the game by a friend, family member or as part of a couple. And...well, I count your "worth their time" type player as a bad player. This Tyrant Player that comes in demanding the game must be a set way they want it and that the DM must bow down before them, is not what I call a good player. Don't see how. Danny shows up to the game two hours late for some dumb reason. Eric is always "checking stuff" on his phone as he is a blithering idiot. Kyle will get the phone call from his wife a couple minutes after the game starts that he "must answer" and will spend 1-2 hours talking to her on the phone....before saying he "has to go home". Nothing can be done for these three gamers. Even if I did it your way and made a perfect game that they loved 100%....Danny would still be late, Eric would still be on his phone and Kyle would still be on his phone too. Though when someone like Kyle does sneak into my game, and gets a "oh I need to take this call", I just kick them out of the game and send them home: "I understand you need to talk to your wife...so by all means go home and talk to her and never come back" Josh just wants mindless combat and refuses to role play his character 'Josh' at all. Kevin cant be bothered to remember anything and tries to say stuff like "we go over there to that place and see that guy...". Anna does not know the rules...and does not even own a rule book...and does not care to learn them. And again....none of the above are effected by "what game I'm running". No matter what, Anna will still say constantly "what do I roll to hit?", for example. Well, over in the land of 50% of people are not so great......I expect players to meet me half way. I use battlefield traps. Lots of spells do this, after all. And 3.5E D&D has fun things like combat trap smiths. I find a lot of games....and a lot of players are Combat Focused. And as part of this they require or demand that their character be at 100% at the start of any combat or the game "is not fun for them". So after a single combat they will heal up, rest, or otherwise reset their character to "default". They hate traps as a trap might do 10 damage to their 100 hit point character that they "must fix" before the next combat. This is where D&Ds vague Hit Point and Damage come in....though it's not really explained well in the rules. It's not the binary of "miss" and "hit". The vast majority of gamers think damage is a massive solid hit. So in their view if they take damage from a rolling boulder trap...they are thinking more like Wilde D Coyote getting 'splat' under a boulder. But Indy does take damage as he runs, stumbles, trips and dodges out of the way of the boulder. The trap does 5d6 damage.....and Indy took like 11 damage. [/QUOTE]
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