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> Common Mistakes Less-Skilled Roleplayers Make, What mistakes do you need to avoid to be a good roleplayer?
Ryu
post Dec 3 2008, 05:10 AM
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QUOTE (SamVDW @ Dec 1 2008, 05:19 PM) *
What are common mistakes that less-skilled roleplayers make when playing a roleplaying game?
(This question is directed on the player aspect of roleplaying, not the game master aspect)

Emphasis not mine.
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krayola red
post Dec 3 2008, 05:35 AM
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QUOTE (Cain @ Dec 2 2008, 09:54 PM) *
I doubt that many people *have* played the other way, just that some played that way and didn't realize it. You've probably played a game or two with "Story Points", which is a narrative mechanism. Even SR4 has a narrative mechanism, in the Critical Success rule. It's a primitive and not-especially-good one, but it is one nonetheless.

You're right, I have. I've also played completely free form games that didn't have a GM, or where the the role of the GM was minimized. And I still prefer traditional games where the GM has most of the authority over the game world, because I find it to be more fun. And honestly, if you're arguing that Shadowrun gravitates towards free form because of a single sentence in an entire rulebook...well, that's kinda silly.

QUOTE
What it means is, there's over twice as many GM's looking for players than there are players looking for GM's. What it means is that in a forum dedicated to online roleplay, GM's have to compete for players, not the other way around. Few people advertise for GM's in "Welcome to the Shadows", because they don't know it's acceptable. If they did, there'd be a lot more people asking about games.

I'm sure now that they've read your post and have thus been enlightened by your superior knowledge, there would be tons of new threads popping up in Welcome to the Shadows looking for GMs. (IMG:style_emoticons/default/nyahnyah.gif)

QUOTE
In my experience, the GM is often *percieved* as being more important. But if there were no players, there wouldn't be a game. In large groups, if there's only a few players, there's also no game. Heck, in some games, I've seen it where if one certain player was missing, the game still died.

See, you keep thinking that you know how people game better than they do. If someone perceives his GM as being more important for his group, I'm gonna believe him, because he probably knows a helluva lot more about his group dynamics than me, some random dude on an internet forum.

Anyways, you're confusing "a player" and "all of the players" again. The GM is most certainly not more important than all of his players combined, but he probably is more important than any single player. Sometimes games die when a player drops and does not get replaced, but most of the time they don't. Games almost always die when the GM drops and does not get replaced.
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Cain
post Dec 3 2008, 06:32 AM
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QUOTE
The GM is most certainly not more important than all of his players combined, but he probably is more important than any single player. Sometimes games die when a player drops and does not get replaced, but most of the time they don't. Games almost always die when the GM drops and does not get replaced.

I've been in plenty of groups where everything was organized and built by the vision of one single player. That player tends to be the GM, but it doesn't always have to be. Lose that player, and you lose your game, regardless of rather or not he's the GM.

The GM is not more important than any other player. This cuts both ways, though. If a player isn't having fun, that's a sign of a problem, yes? Well, if the GM isn't having fun, that's just as much of a problem. The GM has the exact same right to have fun as any other player-- not an inch more, not an inch less.
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krayola red
post Dec 3 2008, 06:40 AM
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QUOTE (Cain @ Dec 2 2008, 10:32 PM) *
I've been in plenty of groups where everything was organized and built by the vision of one single player. That player tends to be the GM, but it doesn't always have to be. Lose that player, and you lose your game, regardless of rather or not he's the GM.

Exactly! You're the only one who's arguing that things always have to be one way. (IMG:style_emoticons/default/nyahnyah.gif) The rest of us are just saying that sometimes it's the other way, and for us, it usually is the other way.
QUOTE
The GM is not more important than any other player. This cuts both ways, though. If a player isn't having fun, that's a sign of a problem, yes? Well, if the GM isn't having fun, that's just as much of a problem. The GM has the exact same right to have fun as any other player-- not an inch more, not an inch less.

Psh, that's an entirely different issue altogether. No one said anything about anyone's right to have fun. You equate authority with fun, which is completely false. Writing a novel would give you complete authority over your world, but there's a reason we're playing RPGs instead of writing novels all the time.
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MaxMahem
post Dec 3 2008, 06:47 AM
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The number one mistake I see players making...

THINKING YOU ARE MORE IMPORTANT THAN THE GAMEMASTER!!!!11!! eleven!

(IMG:style_emoticons/default/nyahnyah.gif)
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Cain
post Dec 3 2008, 06:50 AM
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QUOTE (krayola red @ Dec 2 2008, 10:40 PM) *
Exactly! You're the only one who's arguing that things always have to be one way. (IMG:style_emoticons/default/nyahnyah.gif) The rest of us are just saying that sometimes it's the other way, and for us, it usually is the other way.


I did say YMMV back a few posts. At any event, I'm just suggesting that there's less to the GM's role than most people think.

QUOTE
Psh, that's an entirely different issue altogether. No one said anything about anyone's right to have fun. You equate authority with fun, which is completely false. Writing a novel would give you complete authority over your world, but there's a reason we're playing RPGs instead of writing novels all the time.

Bingo! A GM gives up the right to have total control over the narrative, and the players take up that section of the narrative instead. I submit to you that it's not an all-or-nothing deal. It's a continuum, where each group has different levels of narrative control spread out amongst all the players, GM included. And because of that, the GM isn't nearly as important as people might suppose.
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Jhaiisiin
post Dec 3 2008, 07:01 AM
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My point, which you seem to have missed, is that everyone has different experiences. I relayed mine, and my opinion on the importance of a GM will not be shaken by your say so. Our experiences differ, and as such so will our perspectives and opinions on this subject. Stop trying to browbeat everyone with your perspective.
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krayola red
post Dec 3 2008, 07:01 AM
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QUOTE (Cain @ Dec 2 2008, 11:50 PM) *
I did say YMMV back a few posts. At any event, I'm just suggesting that there's less to the GM's role than most people think.

You say it, but you don't seem to mean it. There isn't less to a GM's role than most people think. People aren't stupid. The reason they have such a belief is probably because in most of the games they play, the GM has most of the authority, and presumably, since gaming is a leisure activity, they chose those games because they like that gaming style. Saying "YMMV" means you gotta accept it when it turns out that most people's mileage does vary from yours, instead of telling people they're too dumb to know what kind of gaming style they prefer.

QUOTE
Bingo! A GM gives up the right to have total control over the narrative, and the players take up that section of the narrative instead.

What if the GM doesn't want to give up control over the narrative, and the players don't want the added responsibility of narrative control? Then it's less fun to be had by all. Honestly, there are times when I want to GM, and times when I want to play, specifically because of the very distinct differences between the two roles. If they were mixed, I'll be forced to do both all the time, which kinda sucks. Of course, YMMV. (IMG:style_emoticons/default/wink.gif)
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Cain
post Dec 3 2008, 07:33 AM
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QUOTE
There isn't less to a GM's role than most people think. People aren't stupid. The reason they have such a belief is probably because in most of the games they play, the GM has most of the authority, and presumably, since gaming is a leisure activity, they chose those games because they like that gaming style.

Or because it's the only game in town. Or because they don't realize that there's other ways to game.

It can be clearly demonstrated that the GM isn't as important as some people think. You can, in fact, have a game without a GM. You cannot have a game without enough players, though. As Toturi pointed out, most of the games in "Welcome to the Shadows" died because the players stopped posting, not the GM.

QUOTE
What if the GM doesn't want to give up control over the narrative, and the players don't want the added responsibility of narrative control?

Then, as you put it, the Gm should stick to writing novels. No one should GM without giving up at least *some* narrative control. We have a word for that: railroading. Since no GM should be railroading, the players need to be responsible for at least some of the narrative. The precise degree of control varies from game to game, but generally even in traditional games, there's room for the players to take more initiative.
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Wesley Street
post Dec 3 2008, 01:40 PM
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I'm pretty certain that Dumpshock is a Shadowrun discussion board. And unless there's a trick to running a Shadowrun game without a GM that I'm not aware of this whole Player vs. GM: Who's More Important? discussion is pure jibber-jabber.
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toturi
post Dec 3 2008, 02:51 PM
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QUOTE (Wesley Street @ Dec 3 2008, 09:40 PM) *
I'm pretty certain that Dumpshock is a Shadowrun discussion board. And unless there's a trick to running a Shadowrun game without a GM that I'm not aware of this whole Player vs. GM: Who's More Important? discussion is pure jibber-jabber.

Unless there is a trick to running a Shadowrun game without either a GM or a player that I'm not aware of this whole Player vs. GM: Who's More Important? discussion is pure jibber-jabber.
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Wesley Street
post Dec 3 2008, 02:57 PM
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What he said.
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Warlordtheft
post Dec 3 2008, 03:13 PM
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Sorry, I can't see a game without a GM or players. Both account for a critical portion of the game.
Three areas I see that divide the responsibilities are:


Players: Main characters
GM: General Plot

Players: Insitigating PC/NPC interactions
GM: Referee PC/NPC interactions

Players: Deciding how to best handle the situation.
GM: Changing the plot in response to PCs actions/decisions.

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Malachi
post Dec 3 2008, 04:48 PM
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The GM and the players have a symbiotic relationship, they need each other in order to function. How much responsibility, control, etc that each role has is entirely up to the individual groups.

Cain: you just love to stir the pot, don't you?
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krayola red
post Dec 3 2008, 06:43 PM
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QUOTE (Cain @ Dec 3 2008, 12:33 AM) *
Or because it's the only game in town. Or because they don't realize that there's other ways to game.

It can be clearly demonstrated that the GM isn't as important as some people think. You can, in fact, have a game without a GM. You cannot have a game without enough players, though. As Toturi pointed out, most of the games in "Welcome to the Shadows" died because the players stopped posting, not the GM.

That point is absolutely irrelevant. All that proves is that players tend to be less motivated than the GM, not who has more authority. Once again, you fail to make the distinction between one player and all of the players. I have never played a game that collapsed because one player dropped out, unless he was like the only player. If the game died because of the players, it's usually because a significant percentage of them either became sluggish with their posting or decided not to play altogether.

QUOTE
Then, as you put it, the Gm should stick to writing novels. No one should GM without giving up at least *some* narrative control. We have a word for that: railroading. Since no GM should be railroading, the players need to be responsible for at least some of the narrative. The precise degree of control varies from game to game, but generally even in traditional games, there's room for the players to take more initiative.

Bah, you're not listening to the argument here. No one is saying players shouldn't be responsible for some of the narrative. Players should always be responsible for narrative involving their characters. They can be responsible for more narrative than that if they want to, but the very fact that so many people consider the GM to have so much authority means that they, as a player, don't want to share that authority. I mean, you can keep pretending that people who game differently than you is either coerced into doing so, ignorant, or stupid, but that's not really gonna get you anywhere.
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Cain
post Dec 3 2008, 08:02 PM
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QUOTE
All that proves is that players tend to be less motivated than the GM, not who has more authority. Once again, you fail to make the distinction between one player and all of the players. I have never played a game that collapsed because one player dropped out, unless he was like the only player. If the game died because of the players, it's usually because a significant percentage of them either became sluggish with their posting or decided not to play altogether.

I'm running my frst PbP game right now. I'm having problems with players dropping out mid-scene, such as the driver leaving the game in the middle of a chase, or the mage dropping out in the middle of a magical combat. You can NPC them for a bit, but eventually you're NPCing so many players, you may as well be telling the story yourself. Just losing the driver nearly killed my game.

I wouldn't say that they're less motivated; the first person to drop was my Co-GM, for reasons that had nothing to do with the game. Also, I don't know what you'd consider a "significant percentage", but in a four-player game, one person equals 25% of your post count. I'd call the loss of a single person a "significant percentage", wouldn't you?

QUOTE
No one is saying players shouldn't be responsible for some of the narrative.

Except for you, of course. Didn't you say that, as a player, you didn't want any narrative control, since that's the GM's job?

QUOTE
I mean, you can keep pretending that people who game differently than you is either coerced into doing so, ignorant, or stupid, but that's not really gonna get you anywhere.

You know, you keep saying this, and I kept on ignoring it because it's such a blatant lie. Please show me where I said: "Play my way or U R Dum." I'm getting a little fed up with the Ad Hominems; so please, keep it civil.
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Cantankerous
post Dec 3 2008, 08:05 PM
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QUOTE (MaxMahem @ Dec 3 2008, 07:47 AM) *
The number one mistake I see players making...

THINKING YOU ARE MORE IMPORTANT THAN THE GAMEMASTER!!!!11!! eleven!

(IMG:style_emoticons/default/nyahnyah.gif)



Likewise probably the most common rookie mistake which most good Players eventually get out of their systems at some point:
THINKING YOU ARE LESS IMPORTANT THAN THE GAMEMASTER!!!!11!! eleven!


Now, if only some Game Masters would get over the absolute worst mistake that can be made as a Game Master:

THINKING YOU ARE MORE IMPORTANT THAN THE PLAYERS!!!!11!! eleven!

...everything would be right with the world and peace and joy would rule the Earth.


Cue the Music baby!

Isshia
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Jhaiisiin
post Dec 3 2008, 08:16 PM
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Okay, I think I found the source of the issue here. I can actually agree with the following statement:

Where "Players" = the sum of all participating players, then
The GM is just as important as the Players.
Without A, the game does not function. Without B, the game does not function.
You can have a game when part of B is missing (such as one or more players missing) but not when all of them are missing

Given *that* context, the statement basically works.

If, however, Cain is comparing the value of the GM to the value of each individual player, then no, in my opinion he's off base.
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krayola red
post Dec 3 2008, 08:28 PM
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QUOTE (Cain @ Dec 3 2008, 01:02 PM) *
I wouldn't say that they're less motivated; the first person to drop was my Co-GM, for reasons that had nothing to do with the game. Also, I don't know what you'd consider a "significant percentage", but in a four-player game, one person equals 25% of your post count. I'd call the loss of a single person a "significant percentage", wouldn't you?

Nope. I've played 5 player games where 2 dropped and the rest continued along merrily to the finish of the game. To this day, I've never played a single game where the GM dropped and was not replaced and the game still reached the end.

QUOTE
Except for you, of course. Didn't you say that, as a player, you didn't want any narrative control, since that's the GM's job?

Er, I assumed that the implication that narrative control meant narrative control beyond my character was obvious, but apparently not. Well, now you know. (IMG:style_emoticons/default/smile.gif)

QUOTE
You know, you keep saying this, and I kept on ignoring it because it's such a blatant lie. Please show me where I said: "Play my way or U R Dum." I'm getting a little fed up with the Ad Hominems; so please, keep it civil.

Read back over each one of your posts, and count how many times you kept saying that the reason people don't play your way is either because they don't know about it or because they don't have any choice. I would quote some examples for you, but I think it's annoying when people do that, and you're a fairly literate fellow, so I'm sure you can find them yourself.

Note that I would've had no problem with your assertion if it had been "The GM may not be more important than the players depending on your play style." Instead, you made a blanket statement, assuming it to be true for everybody's table, in a thread talking about gaming mistakes, thereby implying that everyone who doesn't agree with you is wrong. Not only that, you put three exclamations points behind it. And if that wasn't enough, you had to go and put it in giant yellow capital letters.

If you don't want to be challenged, don't throw down the gauntlet.
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Jhaiisiin
post Dec 3 2008, 08:31 PM
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Uh, Red.... the giant yellow letters weren't Cain's.... I tend to butt heads with him quite frequently, but don't attribute crud to him that wasn't his specifically. There's plenty of other stuff to harp on.
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krayola red
post Dec 3 2008, 08:34 PM
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QUOTE (Cain @ Dec 1 2008, 08:46 PM) *
THE GM IS NOT MORE IMPORTANT THAN THE OTHER PLAYERS!!!

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ahammer
post Dec 3 2008, 08:47 PM
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I know this is about players but I hate gm that fuge dice to the point where you cant radomly die.( this works sort of till the players find out) it just no fun if I know I will beat the bad guys as long as I dont do somthing dumb. without risk this is on feal of success. (all rolls that player would know about are done in open in are group does not matter the system) sure dieing sucks but not dieing sucks more.

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WeaverMount
post Dec 3 2008, 10:19 PM
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The "the GM is/n't more important than the player" argument once again comes down to peopling using different definitions. If by "more important" we mean more deserving of fun then no the GM is no important, just like I am not inherently more or less important than you. On the flip side you don't have any say in how I decorate my house because you didn't do any of the work. While the Player/GM split isn't that harsh GMs are necessary to run the game and do more work. That give them more say in what happens. If the GM writes up all the NPCs well then they are what s/he wants. If the players are down to help craft a setting guess what they get more say. In that sense the GM is more important
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TheGothfather
post Dec 3 2008, 10:30 PM
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QUOTE (WeaverMount @ Dec 3 2008, 02:19 PM) *
The "the GM is/n't more important than the player" argument once again comes down to peopling using different definitions. If by "more important" we mean more deserving of fun then no the GM is no important, just like I am not inherently more or less important than you. On the flip side you don't have any say in how I decorate my house because you didn't do any of the work. While the Player/GM split isn't that harsh GMs are necessary to run the game and do more work. That give them more say in what happens. If the GM writes up all the NPCs well then they are what s/he wants. If the players are down to help craft a setting guess what they get more say. In that sense the GM is more important
I'd say the problem is with the word 'important'. The GM and the rest of the players have different and distinct responsibilities. Those change depending both on the rules of the game, and the conventions of the group.

Cain is, of course, correct in the fact that there are GM-less games, and from my understanding some of them work very well. Shadowrun isn't one of those games, and I'd argue that it wouldn't suit itself to GM-less play very well while still being Shadowrun. I'd tend to agree with WeaverMount, though, in saying the the GM's fun shouldn't take precedence over any other player's fun.
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Cantankerous
post Dec 3 2008, 10:32 PM
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QUOTE (WeaverMount @ Dec 3 2008, 11:19 PM) *
The "the GM is/n't more important than the player" argument once again comes down to peopling using different definitions. If by "more important" we mean more deserving of fun then no the GM is no important, just like I am not inherently more or less important than you. On the flip side you don't have any say in how I decorate my house because you didn't do any of the work. While the Player/GM split isn't that harsh GMs are necessary to run the game and do more work. That give them more say in what happens. If the GM writes up all the NPCs well then they are what s/he wants. If the players are down to help craft a setting guess what they get more say. In that sense the GM is more important



See, here is the problem. It's being likened to the GM decorating his house. This entriely misses the point of what Cain (and others) have been saying since the beginning.

You can't use that metaphor because it isn't the GMs game!

The game background is already provided and any addendums to it CAN BE shared on a nearly equal basis within the whole group! There is absolutely ZERO reason why a bunch of people who are working together to form a great game can't share the load in a very even fashion. Every bloody group I've ran for more than fifteen years now (before that I was a very authoritarian DM/GM/Keeper/Storyteller too) has been run on this basis FAR and away more successfully than they EVER were by myself or anyone else I've seen in that time with them run in the old "it's my world and welcome to it" manner that happens when the GM (or whatever) is a control fetishist.


Isshia
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