|
|
|
#1 |
|
Join Date: Aug 2009
Location: Poland
|
I've got a hard time communicating with my players about rules in use and expected and allowed characters.
Example 1: I want to use BAD and ACT modifiers from Action 2. BAD is easy enough, I just say that's the penalty and we're done. But what about ACT? My group (and me too) is used to very fast-paced games where you just go and fight stuff because it's an immediate threat. The planning phase on last session concluded with just looking in which room does the bad guy stand through a one-minute Invisible Wizard Eye (and not using that knowledge). Long-term observation, gathering information and waiting for a good opportunity to attack just seems incomprehensibly abstract. Example 2: I want to use (among other stuff) Imbuements and Dungeon Magic, but my players don't have the books (and won't buy them). How do I explain what options are available for their characters? I have learned that saying „You can play whatever you like and I'll come up with mechanics for this" does nothing to spring up imagination and it's the same sword-worrior, axe-barbarian and mage (just mage, no specifics) all over again. What could I do about that?
__________________
My irregular blog: d8 hit location table |
|
|
|
| Tags |
| brainstorm, chargen |
|
|