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Why players misbehave (from a teacher's perspective)
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8122583"><p>I think these are all only problems if they significantly impact the enjoyment of the game for other people. I had a player once who never read up their spells before using them, and this slowed play down considerably, so at a certain point we had to tell them to either not play spell casters or to memorize the rules for their spells better. Generally though, I think looking at your players like a classroom of children is probably not a wise starting point. A GM has a different role than the other players at the table, and with that does come some authority over rules and setting, but I would be very uncomfortable treating my players like that (like it is my responsibility to help them cultivate better behavior). Perhaps you are saying something different and I am getting hung up on the classroom analogy. By all means if there is conflict between players that ought to be resolved. But the closest I see to that in my games is good natured chop busting. Where I have seen issues, and where I think the GM does have a responsibility to step in, is when expectations of play style are not aligned (a good example would be 2 people believing inter party conflict is on the table and 2 people not believing that---that kind of gulf has to be squared or you will have issues). But I am a bit with JD that these are adults so I am not really there to fix them.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8122583"] I think these are all only problems if they significantly impact the enjoyment of the game for other people. I had a player once who never read up their spells before using them, and this slowed play down considerably, so at a certain point we had to tell them to either not play spell casters or to memorize the rules for their spells better. Generally though, I think looking at your players like a classroom of children is probably not a wise starting point. A GM has a different role than the other players at the table, and with that does come some authority over rules and setting, but I would be very uncomfortable treating my players like that (like it is my responsibility to help them cultivate better behavior). Perhaps you are saying something different and I am getting hung up on the classroom analogy. By all means if there is conflict between players that ought to be resolved. But the closest I see to that in my games is good natured chop busting. Where I have seen issues, and where I think the GM does have a responsibility to step in, is when expectations of play style are not aligned (a good example would be 2 people believing inter party conflict is on the table and 2 people not believing that---that kind of gulf has to be squared or you will have issues). But I am a bit with JD that these are adults so I am not really there to fix them. [/QUOTE]
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