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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="Celebrim" data-source="post: 6284201" data-attributes="member: 4937"><p>Well, that at least has a possibility to be true, although I will still claim that it isn't.</p><p></p><p>Are you willing to accept that the questions you thought were rhetorical, might not be? I've not got a lot of interest in answering the questions of someone who thinks the questions can't be answered and anyone that disagrees just doesn't understand him.</p><p></p><p></p><p></p><p>Because a good and experienced DM should have long ago given up on the idea that anything is obvious. You shouldn't have to run more than a few sessions to realize that the idea that things are obvious is false, and you the GM are an idiot for thinking that they are. Ideally, a few sessions after that you start wondering about how you can bridge that gap instead of thinking, "Well, it's my players fault for not understanding me."</p><p></p><p>Unfortunately, some players only experience GMs that blame the players for their own poor commuication skills and badly designed plots filled with leaps of intuition that no one should expect anyone else to make or who actually <em>enjoy</em> screwing with the PCs by forcing the PCs to make uninformed choices. Those players get 'burned' and they take antogonistic stances to their GMs.</p><p></p><p>So you start looking for ways to get your game on common ground because its really the informed choices of the players that are interesting. The choice between A and B is only interesting if it reflects an actual choice and not a coin flip. The choice between 'left and right' isn't interesting unless the players know where left and right lead. And one of the key ways to do that is get rid of the idea that your game world is based on 'reality' or your perception of it or that the PC's can be assumed to have the player's knowledge. In fact it is reverse, you have to treat the character's knowledge and perceptions of surroundings as broad stream of information that the players can choose to drink from because you want them to make informed choices. </p><p></p><p>And it means sometimes just avoiding ever doing reverse logic on the players or other kinds of logical traps. It means a conscious effort to never play gotcha in any form. It could still happen, but it becomes such a rare event that it fades into the noise. You gain the player's trust because you earned it. If the GM is going around thinking, "Well, gee, the players should obviously know this..." but he doesn't communicate that, then of course he isn't going to earn the player's trust because either he's a noob or he's an idiot.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6284201, member: 4937"] Well, that at least has a possibility to be true, although I will still claim that it isn't. Are you willing to accept that the questions you thought were rhetorical, might not be? I've not got a lot of interest in answering the questions of someone who thinks the questions can't be answered and anyone that disagrees just doesn't understand him. Because a good and experienced DM should have long ago given up on the idea that anything is obvious. You shouldn't have to run more than a few sessions to realize that the idea that things are obvious is false, and you the GM are an idiot for thinking that they are. Ideally, a few sessions after that you start wondering about how you can bridge that gap instead of thinking, "Well, it's my players fault for not understanding me." Unfortunately, some players only experience GMs that blame the players for their own poor commuication skills and badly designed plots filled with leaps of intuition that no one should expect anyone else to make or who actually [i]enjoy[/i] screwing with the PCs by forcing the PCs to make uninformed choices. Those players get 'burned' and they take antogonistic stances to their GMs. So you start looking for ways to get your game on common ground because its really the informed choices of the players that are interesting. The choice between A and B is only interesting if it reflects an actual choice and not a coin flip. The choice between 'left and right' isn't interesting unless the players know where left and right lead. And one of the key ways to do that is get rid of the idea that your game world is based on 'reality' or your perception of it or that the PC's can be assumed to have the player's knowledge. In fact it is reverse, you have to treat the character's knowledge and perceptions of surroundings as broad stream of information that the players can choose to drink from because you want them to make informed choices. And it means sometimes just avoiding ever doing reverse logic on the players or other kinds of logical traps. It means a conscious effort to never play gotcha in any form. It could still happen, but it becomes such a rare event that it fades into the noise. You gain the player's trust because you earned it. If the GM is going around thinking, "Well, gee, the players should obviously know this..." but he doesn't communicate that, then of course he isn't going to earn the player's trust because either he's a noob or he's an idiot. [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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