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4 months ago ::
Jan 24, 2013 - 5:31AM
#21
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Date Joined:
Mar 31, 2010
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About in-game consequences:
Spell EVERYTHING out. Every player at the table should know exactly what the potential consequences are and what actions will earn those consequences. It needs to be very clear, and very specific.
ex: Annoying another player does not constitute a violation as 'annoyance' is subjective. Instead, texting while at the table is a no-no and will earn you a little less treasure.
Being vocal is not a violation, but yelling at anything other than team monster, or your dice is. And will earn you [insert something of your choice].
I would caution you that consequences should be directed specifically at the player and should avoid hurting the group at all costs. But realize this is very difficult. Even with the above scenario where the player might lose out on rolling for a piece of loot, the group will be worse off if that PC is less effective in battle.
You also want to avoid the correlation of 'you did bad' and character death, which is certainly possible if monsters and traps are suddenly going crazy on one player because he farted too loudly.
These are some of the hurdles of in-game consequences. They can work, but it can be hard to make it logical and not have the player feel like they are being singled out.
(I work in school administration, so I make a living handing out consequences to immature people. It is almost always better to just explain to them why what they're doing is disruptive and upsetting.)
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4 months ago ::
Jan 24, 2013 - 5:49AM
#22
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I think you're forgetting that this is a board that asks people to bring their problems here.
Of course you're going to see the times it doesn't work. >_> Why would they come here and ask about it if it's working? -.- For every person seeking some kind of solution, there's many more who aren't because it's working.
That it's shown not to work on any number of occasions as opposed to an out-of-game conversation which always works (one way or another) is solid enough reason to take the route of talking to someone directly to deal with the issue.
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4 months ago ::
Jan 24, 2013 - 6:45AM
#23
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Date Joined:
Jun 25, 2009
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I think you're forgetting that this is a board that asks people to bring their problems here.
Of course you're going to see the times it doesn't work. >_> Why would they come here and ask about it if it's working? -.- For every person seeking some kind of solution, there's many more who aren't because it's working.
That it's shown not to work on any number of occasions as opposed to an out-of-game conversation which always works (one way or another) is solid enough reason to take the route of talking to someone directly to deal with the issue.
Out of game conversations do not always work. It's absurd to think they do. If they did, no one would ever be booted from a group (and there have been plenty that have).
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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4 months ago ::
Jan 24, 2013 - 6:55AM
#24
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Out of game conversations do not always work. It's absurd to think they do. If they did, no one would ever be booted from a group (and there have been plenty that have).
Sure they do. If you approach them out-of-game and they can't or won't agree to change, then off they go. Two or more adults have decided that it's not a fit and part company. Problem is solved, as I said, one way or another.
Of course, this does assume two mature adults acting in good faith. Perhaps you're used to a different class of people where an out-of-game conversation would be ignored, willfully or otherwise.
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4 months ago ::
Jan 24, 2013 - 7:23AM
#25
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Date Joined:
Jun 25, 2009
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Out of game conversations do not always work. It's absurd to think they do. If they did, no one would ever be booted from a group (and there have been plenty that have).
Sure they do. If you approach them out-of-game and they can't or won't agree to change, then off they go. Two or more adults have decided that it's not a fit and part company. Problem is solved, as I said, one way or another.
Of course, this does assume two mature adults acting in good faith. Perhaps you're used to a different class of people where an out-of-game conversation would be ignored, willfully or otherwise.
You and I have very different ideas on what constitutes a solved problem.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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4 months ago ::
Jan 24, 2013 - 9:21AM
#26
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Date Joined:
Jul 21, 2004
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Out of game conversations do not always work. It's absurd to think they do. If they did, no one would ever be booted from a group (and there have been plenty that have).
Sure they do. If you approach them out-of-game and they can't or won't agree to change, then off they go. Two or more adults have decided that it's not a fit and part company. Problem is solved, as I said, one way or another.
Of course, this does assume two mature adults acting in good faith. Perhaps you're used to a different class of people where an out-of-game conversation would be ignored, willfully or otherwise.
Oh, let him have it. What's it to us? Seeing it blow up in our faces is how we learned, so maybe other people need to experience that too. But we'll still put up the other option for when they come back and need another idea.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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4 months ago ::
Jan 24, 2013 - 11:01AM
#27
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Date Joined:
Jun 25, 2009
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Out of game conversations do not always work. It's absurd to think they do. If they did, no one would ever be booted from a group (and there have been plenty that have).
Sure they do. If you approach them out-of-game and they can't or won't agree to change, then off they go. Two or more adults have decided that it's not a fit and part company. Problem is solved, as I said, one way or another.
Of course, this does assume two mature adults acting in good faith. Perhaps you're used to a different class of people where an out-of-game conversation would be ignored, willfully or otherwise.
Oh, let him have it. What's it to us? Seeing it blow up in our faces is how we learned, so maybe other people need to experience that too. But we'll still put up the other option for when they come back and need another idea.
It works for me, because my players are rational human beings that understand actions can have a variety of consequences, including in a game. Perhaps you two are used to dealing with a different class of people though.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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4 months ago ::
Jan 24, 2013 - 3:44PM
#28
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Date Joined:
Jun 15, 2004
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How do you get your disruptive player to calm down?
In order: 1) They might be bored: so I'll make the game move faster 2) They might be frustrated: I'll allow them to do whatever they wish (they generally quit resisting once realize there's no leash). This can also allow peer pressure to handle the situation organically. 3) They might have a disruptive personality: I'll talk to them to try to find a compromise 4) They might have an intractably disruptive personality: I'll end the campaign and start a new (identical) one, inviting most of the players from the previous group.
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4 months ago ::
Jan 24, 2013 - 7:16PM
#29
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Date Joined:
Sep 10, 2006
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Frankly, I just don't game with them. I've gone through banging my head against a wall with a group that doesn't or only partially meshes with my preferred style. In the end, people will just game how they game. New players are different; they can be molded. Players that come from previous groups...forget about it. They can still be your friend without D&D.
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4 months ago ::
Jan 25, 2013 - 12:12PM
#30
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Date Joined:
Jun 15, 2004
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New players are different; they can be molded. Players that come from previous groups...forget about it.
I would posit that preferences are often due more to personality than past D&D experience. Expectations are a different matter, but those are more easily altered than preferences.
But I completely agree that you're better off trying to find players with similar preferences rather than trying to alter anyone's preferences.
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