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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6110435" data-attributes="member: 22779"><p>Oh, hey, let's not get too far ahead here. 99% of the time, I'm perfectly willing to sit through scenes. I just have no problem with the players, or me, speaking up that 1% of the time and skipping something. </p><p></p><p></p><p></p><p>And thus, the playstyle difference. You are insisting on the procedural simulationist approach to gaming. The players didn't get X, thus, under no circumstance, should they be allowed to act as if they had X. They MUST deal with the consequences of lacking X, no matter what. At no point, can the players step back and just tell the DM, "I'm sorry, yes, I know I don't have the yellow key card, but, can we skip over me wandering around the maze for the next hour searching for it?" because that would be deviating from the simulation.</p><p></p><p>What you have to understand is that for some of us, that is not a priority. It's simply not a criteria for judging a game. Is searching for the keycard interesting? No? Then skip it. Is someone actually stepping up and saying, "Yes, I REALLY don't want to do this"? Yes? Then skip it.</p><p></p><p></p><p></p><p>Fantastic stuff here.</p><p></p><p>1. By and large, a bored player doesn't really have a whole lot of options. Grit your teeth and bear it is largely the solution because, let's be honest, you don't want to be "that guy" who is disrupting the table.</p><p></p><p>2. Absolutely not. It takes 2 minutes for my rogue to Take 20 on a search check to find a trap. I certainly don't want that to take more than 2 seconds in table time. The whole purpose of a Take 10 is to skip over the trivial stuff. Table time and in game time are completely separate animals AFAIC.</p><p></p><p>3. Now that's a tricky one. That's gotta be shared to be honest. There's only so much the DM can do. And if the player just isn't buying in, there isn't much you can do other than move on to something else.</p><p></p><p>4. Character. Every time.</p><p></p><p>5. That's not a simple question. The GM's preferences are going to shape the game to such a large degree that you cannot ever really call him just another participant. Unless you're playing certain types of games that is. But certainly in traditional games, you cannot pull the GM preferences out. It's not possible. If the GM really likes undead, then you're likely going to face a lot of undead. If the GM wants to play a high RP low combat game, and the players have bought into that, then that's generally what you're going to get.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6110435, member: 22779"] Oh, hey, let's not get too far ahead here. 99% of the time, I'm perfectly willing to sit through scenes. I just have no problem with the players, or me, speaking up that 1% of the time and skipping something. And thus, the playstyle difference. You are insisting on the procedural simulationist approach to gaming. The players didn't get X, thus, under no circumstance, should they be allowed to act as if they had X. They MUST deal with the consequences of lacking X, no matter what. At no point, can the players step back and just tell the DM, "I'm sorry, yes, I know I don't have the yellow key card, but, can we skip over me wandering around the maze for the next hour searching for it?" because that would be deviating from the simulation. What you have to understand is that for some of us, that is not a priority. It's simply not a criteria for judging a game. Is searching for the keycard interesting? No? Then skip it. Is someone actually stepping up and saying, "Yes, I REALLY don't want to do this"? Yes? Then skip it. Fantastic stuff here. 1. By and large, a bored player doesn't really have a whole lot of options. Grit your teeth and bear it is largely the solution because, let's be honest, you don't want to be "that guy" who is disrupting the table. 2. Absolutely not. It takes 2 minutes for my rogue to Take 20 on a search check to find a trap. I certainly don't want that to take more than 2 seconds in table time. The whole purpose of a Take 10 is to skip over the trivial stuff. Table time and in game time are completely separate animals AFAIC. 3. Now that's a tricky one. That's gotta be shared to be honest. There's only so much the DM can do. And if the player just isn't buying in, there isn't much you can do other than move on to something else. 4. Character. Every time. 5. That's not a simple question. The GM's preferences are going to shape the game to such a large degree that you cannot ever really call him just another participant. Unless you're playing certain types of games that is. But certainly in traditional games, you cannot pull the GM preferences out. It's not possible. If the GM really likes undead, then you're likely going to face a lot of undead. If the GM wants to play a high RP low combat game, and the players have bought into that, then that's generally what you're going to get. [/QUOTE]
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