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Why I don't GM by the nose
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<blockquote data-quote="Lanefan" data-source="post: 5388722" data-attributes="member: 29398"><p>How can a player increase the pace and-or relieve boredom?</p><p></p><p>Just *do* something.</p><p></p><p>Kick in a door. Pick a random direction and go there whether the rest of the party follows or not. Attack something. Pick up one of the oranges and throw it at the party fighter. If that fails, try throwing the statue; that'll get her attention. But do something, preferably risky!</p><p></p><p>However, there's a corollary issue, and this one is <strong>directly</strong> under the DM's control:She who takes the risk has to get the reward. And what is this reward, you ask?</p><p></p><p>Experience points.</p><p></p><p>New-school games tend to want to give everyone in the party the same ExP for a given encounter regardless of participation. (there was one awful discussion in here half a year ago or so where someone had to ask whether two PCs who were several miles away exploring should get ExP for things that happened to the rest of the party while they were gone!) Or worse, there's those who don't bother with variable ExP at all and just bump everyone when they think it fits.</p><p></p><p>All this does, ultimately, is reward those players and-or characters who sit back and don't take risks! No wonder players get in a mindset of letting others get on with it...and when you end up with a whole group of such players, nothing gets done; or what does get done happens at a snail's pace through a molasses of caution and "you first".</p><p></p><p>This also explains why new players tend to be the ones who have their characters get on with it in such games: they don't realize the same spoils (treasure, experience, fame) will come to those who sit back.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5388722, member: 29398"] How can a player increase the pace and-or relieve boredom? Just *do* something. Kick in a door. Pick a random direction and go there whether the rest of the party follows or not. Attack something. Pick up one of the oranges and throw it at the party fighter. If that fails, try throwing the statue; that'll get her attention. But do something, preferably risky! However, there's a corollary issue, and this one is [B]directly[/B] under the DM's control:She who takes the risk has to get the reward. And what is this reward, you ask? Experience points. New-school games tend to want to give everyone in the party the same ExP for a given encounter regardless of participation. (there was one awful discussion in here half a year ago or so where someone had to ask whether two PCs who were several miles away exploring should get ExP for things that happened to the rest of the party while they were gone!) Or worse, there's those who don't bother with variable ExP at all and just bump everyone when they think it fits. All this does, ultimately, is reward those players and-or characters who sit back and don't take risks! No wonder players get in a mindset of letting others get on with it...and when you end up with a whole group of such players, nothing gets done; or what does get done happens at a snail's pace through a molasses of caution and "you first". This also explains why new players tend to be the ones who have their characters get on with it in such games: they don't realize the same spoils (treasure, experience, fame) will come to those who sit back. Lanefan [/QUOTE]
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