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What would you change about your gaming group?
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<blockquote data-quote="Skarp Hedin" data-source="post: 97429" data-attributes="member: 1540"><p>Heh! That's easy. I'd make 'em sober up a bit more and learn a bit more of the rules.</p><p></p><p>Mine also tend to do the whole "sit until told what to do" bit, but they're not -totally- bad about it.. but many times, when they get to a non-combat/adventure setting, they just kind of sit there until they're given something specific to do. They never seem to want to do diddly-squatto in between adventures.</p><p></p><p>That and right now, about half of them only play around half the time.</p><p></p><p>Oh yeah -- Nemmerle's post made me think of this: Good god for the love of pete, -pay attention-. I don't remember the last time I read some flavor text or described something only one time. They'll sit there, quietly, looking -straight at me-, and then as soon as I'm done, ask me to repeat it cause they heard none of it.</p><p></p><p>Another cute thing they do is this: Mystery X is presented (such as, how do I open this wacky door in the Sunless Citadel). They then discuss ideas for oh, an hour say. They repeatedly mention the actual solution, but for some reason they never actually -try- it. I don't want to give away anything about the module, or I'd be more specific. They get -so- frustrated and even angry sometimes, but they do this again and again. It's as if they figure they only get one chance to try something, so they just.. don't try until they're sure. They -know- (or should) that you don't just get one chance, since they usually start out these situations trying all kinds of oddball crap, but then bog down to "talk and talk, but never try".</p><p></p><p>Heh, I stop now.</p></blockquote><p></p>
[QUOTE="Skarp Hedin, post: 97429, member: 1540"] Heh! That's easy. I'd make 'em sober up a bit more and learn a bit more of the rules. Mine also tend to do the whole "sit until told what to do" bit, but they're not -totally- bad about it.. but many times, when they get to a non-combat/adventure setting, they just kind of sit there until they're given something specific to do. They never seem to want to do diddly-squatto in between adventures. That and right now, about half of them only play around half the time. Oh yeah -- Nemmerle's post made me think of this: Good god for the love of pete, -pay attention-. I don't remember the last time I read some flavor text or described something only one time. They'll sit there, quietly, looking -straight at me-, and then as soon as I'm done, ask me to repeat it cause they heard none of it. Another cute thing they do is this: Mystery X is presented (such as, how do I open this wacky door in the Sunless Citadel). They then discuss ideas for oh, an hour say. They repeatedly mention the actual solution, but for some reason they never actually -try- it. I don't want to give away anything about the module, or I'd be more specific. They get -so- frustrated and even angry sometimes, but they do this again and again. It's as if they figure they only get one chance to try something, so they just.. don't try until they're sure. They -know- (or should) that you don't just get one chance, since they usually start out these situations trying all kinds of oddball crap, but then bog down to "talk and talk, but never try". Heh, I stop now. [/QUOTE]
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