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What X gets in the way of roleplaying?
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<blockquote data-quote="drakhe" data-source="post: 1585621" data-attributes="member: 4930"><p>Hmm, I just replied to the "<strong>Do you USE/HATE DM Management Software?"</strong> thread and it kinda got me thinking.</p><p> </p><p>Every so often, when I'm well settled in character and the whole group is realy grooving, there's these little game related things you have to do that just break the mood of the session or the flow. For instance, I'm currently playing a bard in adnd (celtic type, harp and all) and last session, the rogue of the party wrecked my harp (he thought it a neat practical joke, but removing all the strings and kind of wrecking the whole thing in the process ...) and here I am, being all pissed and playing it out how they destroyed my soul and cut of a limb and getting all worked up about my harp when all of a sudden the DM ask's the rogue to roll some dice. BAM, gone tension, gone the drive. I never made a remark at the table as nobody did anything wrong and the DM was perfectly right to ask the rogue a dex test when he tried to put the strings back on the harp, but inside I was kinda anoyed that my "performance" was stumped, was cut short, and consequently I felt the rest of the session suffered (tho probably it didn't, it was just a feeling).</p><p> </p><p>Any thoughts on that? You DM's out there, do you wait for a player (players) to finish of and ask for a roll afterwards? Do you roll behind the screen to avoid breaking the flow? Oh, and what about this: do you let your players finish a scene and then call a time out to go back a couple a steps and work out dice rolls? (hmm, might actualy be a cool idea to try it this way) Or willl you call out rules and rolls at the instant they occur?</p></blockquote><p></p>
[QUOTE="drakhe, post: 1585621, member: 4930"] Hmm, I just replied to the "[b]Do you USE/HATE DM Management Software?"[/b] thread and it kinda got me thinking. Every so often, when I'm well settled in character and the whole group is realy grooving, there's these little game related things you have to do that just break the mood of the session or the flow. For instance, I'm currently playing a bard in adnd (celtic type, harp and all) and last session, the rogue of the party wrecked my harp (he thought it a neat practical joke, but removing all the strings and kind of wrecking the whole thing in the process ...) and here I am, being all pissed and playing it out how they destroyed my soul and cut of a limb and getting all worked up about my harp when all of a sudden the DM ask's the rogue to roll some dice. BAM, gone tension, gone the drive. I never made a remark at the table as nobody did anything wrong and the DM was perfectly right to ask the rogue a dex test when he tried to put the strings back on the harp, but inside I was kinda anoyed that my "performance" was stumped, was cut short, and consequently I felt the rest of the session suffered (tho probably it didn't, it was just a feeling). Any thoughts on that? You DM's out there, do you wait for a player (players) to finish of and ask for a roll afterwards? Do you roll behind the screen to avoid breaking the flow? Oh, and what about this: do you let your players finish a scene and then call a time out to go back a couple a steps and work out dice rolls? (hmm, might actualy be a cool idea to try it this way) Or willl you call out rules and rolls at the instant they occur? [/QUOTE]
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