• The way these kids play D&D...

    From Ubiquitous@21:1/5 to All on Tue Jan 22 05:31:37 2019
    XPost: rec.games.frp.dnd

    Is it common for younger gamners to not know how to play properly?

    My friend who is running our weekly game and I were talking about how
    our players never finish adventures and basically are just wandering
    aimlessly around the campaign world. He doesn't want to railroad us,
    but is getting frustrated with no one accomplishing anything.

    Is it normal for youngsters to play like they have attention deficiet
    disorder?


    --
    Dems & the media want Trump to be more like Obama, but then he'd
    have to audit liberals & wire tap reporters' phones.

    --- SoupGate-Win32 v1.05
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  • From Will in New Haven@21:1/5 to Ubiquitous on Thu Jan 31 14:37:33 2019
    On Tuesday, January 22, 2019 at 5:31:45 AM UTC-5, Ubiquitous wrote:
    Is it common for younger gamners to not know how to play properly?

    My friend who is running our weekly game and I were talking about how
    our players never finish adventures and basically are just wandering aimlessly around the campaign world. He doesn't want to railroad us,
    but is getting frustrated with no one accomplishing anything.

    Is it normal for youngsters to play like they have attention deficiet disorder?


    --
    Dems & the media want Trump to be more like Obama, but then he'd
    have to audit liberals & wire tap reporters' phones.

    You mean that the GM doesn't get to "tell a story?"
    The Story Emerges from Playing the Game
    This is a key principle of my game management style. That does not mean that you must not think of yourself as primarily a storyteller but you absolutely do not have to. There are advantages and disadvantages to the storytelling style of game management.
    Glory Road Roleplay will still function if you take the storytelling approach but, in any system, players tend to lose agency when GMs (and DMs) set out to tell a story. Even “cooperative storytelling” means players making out of character decisions
    that reduce immersion and the more forceful and perhaps the more imaginative players may take agency from the other players. If you play the game with players making in-character decisions, I guarantee that you will look back on many stories that you
    never knew were going to tell.

    --
    Will in New Haven

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