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You're doing what? Surprising the DM
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<blockquote data-quote="N'raac" data-source="post: 6110447" data-attributes="member: 6681948"><p> <ol> <li data-xf-list-type="ol">I think this differs a lot from table to table, but also on the timing involved. If the player is bored by NPC interaction, maybe he sits off to one side for an hour, or even a session, and lets the other players enjoy the scenario. But if the group discussed a game with a heavy component of NPC interaction, why is this player here? By joining that game, he signed up to be bored a lot of the time. For myself as a player, I watch for what I might be able to do – which generally means I’m not all that bored.</li> <li data-xf-list-type="ol">Pretty subjective, I think. To me, the table time should be spent on matters where there is potential for success or failure, not just mundane activities. Buying rations? Probably mundane. Travelling down the well-patrolled King’s Highway for two weeks? Pretty safe. Deviating off into the SpiderWoods, from whence no one has returned in living memory? Looks like we’ll start spending game time. But that may start with “After walking through steadily deepening woods for about two hours, and beginning to wonder what all the fuss was about…”</li> <li data-xf-list-type="ol">Shared responsibility. Players have a responsibility, in my view, to create characters who will have a motivation to join the team and participate in the adventure. If your character is an introverted homebody who just wants to run his tea shoppe and be left alone, don’t expect the GM to contrive some bizarre sequence of events that forces you out of that rut. Instead, expect to deal with Q1 unless watching the other players game while your PC sits in his tea shoppe is your idea of an exciting gaming experience, of course.</li> <li data-xf-list-type="ol">To some extent, both. The player bears responsibility for making a character consistent with the setting. No Ninja or Samurai (or space aliens or brooding masked crimefighters) in medieval Europe. Ultimately, the game is about the characters, not the setting, so they take precedence, but that does not leave the setting unimportant.</li> <li data-xf-list-type="ol">The GM has a lot more ability to exercise his preferences, so by that token they will take precedence. I would hope the GM provides a balance of encounters, scenarios and challenges to interest the varying interests of all the players.</li> </ol></blockquote><p></p>
[QUOTE="N'raac, post: 6110447, member: 6681948"] [LIST=1] [*]I think this differs a lot from table to table, but also on the timing involved. If the player is bored by NPC interaction, maybe he sits off to one side for an hour, or even a session, and lets the other players enjoy the scenario. But if the group discussed a game with a heavy component of NPC interaction, why is this player here? By joining that game, he signed up to be bored a lot of the time. For myself as a player, I watch for what I might be able to do – which generally means I’m not all that bored. [*]Pretty subjective, I think. To me, the table time should be spent on matters where there is potential for success or failure, not just mundane activities. Buying rations? Probably mundane. Travelling down the well-patrolled King’s Highway for two weeks? Pretty safe. Deviating off into the SpiderWoods, from whence no one has returned in living memory? Looks like we’ll start spending game time. But that may start with “After walking through steadily deepening woods for about two hours, and beginning to wonder what all the fuss was about…” [*]Shared responsibility. Players have a responsibility, in my view, to create characters who will have a motivation to join the team and participate in the adventure. If your character is an introverted homebody who just wants to run his tea shoppe and be left alone, don’t expect the GM to contrive some bizarre sequence of events that forces you out of that rut. Instead, expect to deal with Q1 unless watching the other players game while your PC sits in his tea shoppe is your idea of an exciting gaming experience, of course. [*]To some extent, both. The player bears responsibility for making a character consistent with the setting. No Ninja or Samurai (or space aliens or brooding masked crimefighters) in medieval Europe. Ultimately, the game is about the characters, not the setting, so they take precedence, but that does not leave the setting unimportant. [*]The GM has a lot more ability to exercise his preferences, so by that token they will take precedence. I would hope the GM provides a balance of encounters, scenarios and challenges to interest the varying interests of all the players. [/LIST] [/QUOTE]
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