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When generational differences become apparent
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<blockquote data-quote="Iosue" data-source="post: 6853304" data-attributes="member: 6680772"><p>I make no claim as to it being generational, or past edition history, or just play style, but I can relate to the OP, and I don't think it's necessarily a system issue. When I play 5e with my old group from back in the day, we are in sympatico. They tell me what they want to do, and I say yes, no, or roll these dice. When I've played with some other groups, with people that are generally a decade or more younger than me, there just seems to be a greater desire to interact with the game through mechanics, rather than through me. And it's not necessarily like they're not into role-playing. They'll give me big descriptions of what they're doing, or make big in-character speeches, and then before I can even react to that they're rolling dice and telling me the result.</p><p></p><p>Even playing B/X, there was one time when I player asked if he could read any tracks in the dust of a dungeon floor. For that particular situation, I thought a roll would be appropriate, so I said, "The dust is pretty churned up by many comings and goings. Why don't you roll a d6 to see if you can make anything out?" After that, though, the player would frequently say, "I'm looking for tracks in the floor!" and throw the d6, before I could say, "The tracks can be clearly read," or "There are no visible tracks," or even "Roll the die to see what you can find." They latched onto that quick-and-dirty ruling as a mechanic they could go to again and again.</p><p></p><p>It makes me sad, in a way. As DM, I very much believe in Mike Carr's advice that "the DM must be fair, reasonable (without giving in to the unreasonable demands of the players), and worthy of the respect of all the participants," and "The Dungeon Master should do everything possible to assist players in their quest without actually providing important information unless the players themselves discover it..." I have no desire to "Gotcha!" the players or be needlessly adversarial. If the players prefer to play with a heavy reliance on mechanical resolution, I'll adjust; I have no problem letting the players play the kind of game they want to play. But I could give them so much more...</p></blockquote><p></p>
[QUOTE="Iosue, post: 6853304, member: 6680772"] I make no claim as to it being generational, or past edition history, or just play style, but I can relate to the OP, and I don't think it's necessarily a system issue. When I play 5e with my old group from back in the day, we are in sympatico. They tell me what they want to do, and I say yes, no, or roll these dice. When I've played with some other groups, with people that are generally a decade or more younger than me, there just seems to be a greater desire to interact with the game through mechanics, rather than through me. And it's not necessarily like they're not into role-playing. They'll give me big descriptions of what they're doing, or make big in-character speeches, and then before I can even react to that they're rolling dice and telling me the result. Even playing B/X, there was one time when I player asked if he could read any tracks in the dust of a dungeon floor. For that particular situation, I thought a roll would be appropriate, so I said, "The dust is pretty churned up by many comings and goings. Why don't you roll a d6 to see if you can make anything out?" After that, though, the player would frequently say, "I'm looking for tracks in the floor!" and throw the d6, before I could say, "The tracks can be clearly read," or "There are no visible tracks," or even "Roll the die to see what you can find." They latched onto that quick-and-dirty ruling as a mechanic they could go to again and again. It makes me sad, in a way. As DM, I very much believe in Mike Carr's advice that "the DM must be fair, reasonable (without giving in to the unreasonable demands of the players), and worthy of the respect of all the participants," and "The Dungeon Master should do everything possible to assist players in their quest without actually providing important information unless the players themselves discover it..." I have no desire to "Gotcha!" the players or be needlessly adversarial. If the players prefer to play with a heavy reliance on mechanical resolution, I'll adjust; I have no problem letting the players play the kind of game they want to play. But I could give them so much more... [/QUOTE]
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