The straight talk express

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Jay.Mc...@gmail.com

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Apr 25, 2009, 10:39:48 PM4/25/09
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We are borrowing John McCain's tour bus for this one, since I don't
think he will need it anymore.

I felt like today was not the best gaming day. I would shoulder a lot
of the blame, since I did not have a lot of time and maybe my 3 AM
deluded brain put together some vanilla encounters.

So what do you all think? What went wrong, and what went right?

Jay

Jay.Mc...@gmail.com

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Apr 25, 2009, 11:59:32 PM4/25/09
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I'll get it started. I was up pretty late last night and out the door
soon after I was up trying to put a balanced couple encounters
together. About half of the difficulty was in trying to come up with
balanced encounters for 4, 5, 6, or 7 people. I can't recall being in
any group (though I do have less experience than most) with such a
varied attendance. I spent about 5 hours last night and an hour this
morning working things out, and while I am not throwing a pity party
in my honor (poor jay didn't sleep, what a pal), I am wondering if
there were some things that other participants today could have done
to make the game a little smoother. I have a tendency to be harsh on
myself, so if by all means you think today was super and should be the
standard by which we measure future sessions, speak up.

Jay

On Apr 25, 7:39 pm, "Jay.McKin...@gmail.com" <Jay.McKin...@gmail.com>
wrote:

Daniel Thayer

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Apr 26, 2009, 12:00:31 AM4/26/09
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I'm not writing this with the intent of pissing people off. I am just taking the "straight talk" invite, and honestly commenting on some thing I observed last session - and others in the past.

The good? Awesome job Chel. You are learning the game and, though you still had questions, you are savvy to the point of asking the right ones. You tried to keep things rolling and were very respectful to the DM. and your barbarian rocked. I thought Jay's encounters (the 1 1/2 that I saw) were pretty cool. And, (yes, I started a sentence with and... deal with it) Mark is getting a handle on the rules pretty quickly.

The bad? Seriously people... I can't stress this enough. The only person who should be answering rules questions or adjudicating said rules, in a given session, is the DM - Unless, of course he asks for someone else's knowledge. Everyone and their grandmother piping in at once (and I have been guilty of this from time to time) seriously bogs the game down and can potentially confuse new players. If there are any mistakes/omissions made, they can be addressed after the session.

The good? Cross-talk. Yes, I am placing this in my "good" category. Cross-talk (non-sequitur or otherwise) is a staple of gaming fun. Making fun of, or adding to the humor of in-game events is something we all do to increase the fun of the game.

The Bad? Cross-talk only benefits the game when it doesn't dominate it... and it certainly did this session. "oh, the DM is talking to a player? Lets all talk to each other! What he's saying couldn't possibly pertain to me" I personally think each DM should devise his own personal in-game cruelty to deal with this when it gets out of hand. "Roll for initiative!" four elites later... "OH nooOOooo, we're all dead"

The Good? I like you guys and want to continue playing with you for a long time.

The Bad (but not really)? If you would rather be doing something else, go ahead. No one is going to laugh at you behind your back (we're the geeks here after all), and no one is going to make voodoo dolls of you for future use. D&D has always been a highly verbal game of mutual storytelling. To that end, playing when one doesn't really want to leads to not paying attention - which is (bluntly put) rude to the other players & DM. Really, really... really rude.

Dan
--
"Not everything that can be counted counts, and not everything that counts can be counted."
-Albert Einstein

Colin Sullivan

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Apr 26, 2009, 1:29:28 PM4/26/09
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Part of the problem may be that we are the only people who are going
to read this.

In terms of what we as players can do: the big thing that Chelsea and
I talked about after the game was players giving other players
suggestions. While they are almost always thoughtful and sound
tactical advice, they tend to slow down game play quite a bit. The
player announces their action, someone else tells them wait don’t do
that, explains why what they are doing is bad and why this other thing
is better, then there is maybe an argument over what the rules
actually mean, then the player has to make up their mind while they
are on the clock and everyone is talking. We all do it, we all need to
stop. The more workable alternative is to quietly suggest, before
their turn comes, what you think they could do.

In terms of what the dms should do: Jay you are a wonderful DM and I’d
be happy to play with you anytime. That being said I can think of a
few 4e encounter building guidelines which would have helped. We (all
us DMs) need to get in the habit of spending at least as much time
creating a map as picking monsters and their strategies. Whenever I
run a fight that doesn’t include some sort of terrain feature it tends
to be less fun. I can’t take any credit for it since it just happened
by dumb luck, but I think we’ll remember the “frozen river full of
zombies” battle for a lot longer than we’d have remembered the
“handful of berserkers and heretics” battle it would have been without
the terrain. The second fight had too many people with the (very cool)
shtick of turning people to stone. (As an aside I really like how that
mechanic worked) It could have used some monsters that did extra
damage to immobilized people.

None of this, I think, is Jay’s fault. Coming up with adventures on
short notice is hard. Sometimes all you can do is try and figure out
what worked and what didn’t.

One suggestion: every hour or so we need to take a 5 or 10 minute
break regardless of what is going on in game.

The good is going to have to wait for another post, since I’m going to
run late if I don’t stop typing.


On Apr 25, 7:39 pm, "Jay.McKin...@gmail.com" <Jay.McKin...@gmail.com>
wrote:

Joel Rios

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Apr 26, 2009, 2:36:41 PM4/26/09
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I hate to say it, but I figured this was about the way the game would
go, so I decided to back out. The combination of a
quickly-put-together-encounter, lots of players and new high-level
characters that people were unfamiliar with just suggested to me that
it would be chaotic. I guess I kinda did what Dan suggested and
realized that, if I went, I'd probably be more of a burden then a
help, so I sat it out.

All of these problems that keep coming up are, in my opinion, only
problems because of the group size. There is always a talker, a rules
lawyer, the guy that shows up late, the guy that wants to hog all the
roleplaying.... However, it's usually ONE. It's a minor setback or
inconvenience, but the game generally moves on just fine. When you
are talking 10 people, you have two or three of each of those all
thrown in and it is just too much.

Now, like Dan, I will accept the offer of straight talk and say
something that is pretty in-your-face (but before you get too mad)
read my follow up paragraph: In a small group, you kick out people
that are being disruptive. There is usually one DM who calls all the
shots and decides how many PC's he's willing to DM for. There is also
one host who says who is welcome and who is not (no smokers, the guy
that cusses all the time can't come back, dude keeps eyeballing his
wife can't return). In this group, no one is in charge and no one
will tell x player or y player they are being disruptive because,
chances are they are someone else's bf/gf/wife/husband, long-time
friend, co-worker. Besides, It is a multiple-GM,
multiple-game-location group and who really has the right to start
deciding who is a good fit and who is not? No one.

That said, I generally consider myself to be fairly pragmatic, and
since I don't want you guys to think I just talk the talk but won't
walk the walk, I will kick myself out of the group to help allieviate
this problem. I listened to all your game write-ups for months before
I re-joined this group and don't recall anything like this going on
back then. As one of the newest people to join and feeling 100%
confident that reducing the number of players will make the sessions
more enjoyable, I'm going put myself on the bench. If another day
comes up, maybe during the week with less players or if this game
somehow has a need for another gamer, please invite me, 'cause I want
to play.

Daniel Thayer

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Apr 26, 2009, 3:45:58 PM4/26/09
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Joel made a good point in his post. Our group is lacking something and I think that something is a leader, of sorts. Having one person who calls all the shots from top to bottom, in a group such as ours, is probably not a good thing. However, having someone with the leeway and authority to make certain decisions would be nice. I don't think we need someone to decide on rules issues, as that seems more fit for group consensus. We need someone who can manage/coordinate the group, working towards the benefit of the group as a body.

What would this entail? This person would not be gaming group police, and shouldn't do any sort of reprimanding during a given session. This individual would be responsible for maintaining a certain group size (decided by its members), have veto power over potential new members, and be willing to be "that guy" - responsible for removing disruptive members from the group.

This may be more formal than some players in our group would want, but with our group size (unlike Joel I don't think size is inherently the problem) and issues, this is the next logical step.
If we decide that this is the way to go, then we need to find one of us who is willing to step up and whom we are all comfortable with in taking this on.

I going to put this out there... Since the group's inception, I haven't wanted to be "that guy". So, I have stepped back and (until recently) kept quiet. At this point, I am both willing and able to do the above.

I do want to know what you all think. So, please give me some feedback.

Dan

Jay.Mc...@gmail.com

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Apr 26, 2009, 5:43:02 PM4/26/09
to Tucson Roleplaying Group
I was thinking about Joel's post and came to a similar conclusion as
Dan (and chats with Josh have made this point, too). I was thinking
that Dan would be a great choice for this, since he has the
experience, temperance, and patience to pull something like this off.

As such I think I should back off any sort of real or imagined
influence I have on this group and just be a player, including any
ideas I may have or had about DMing later. If Dan would like to ask
some others to DM, that should be his perogative. Even if we all rail
against authority and don't end up going with a real person in charge,
I am not sure I am up to DMing in the future. I stop short of leaving
altogether like Joel only because . . .I don't know. Maybe that will
be next.

Jay

On Apr 26, 12:45 pm, Daniel Thayer <arlar...@gmail.com> wrote:
> Joel made a good point in his post. Our group is lacking something and I
> think that something is a leader, of sorts. Having one person who calls all
> the shots from top to bottom, in a group such as ours, is probably *not *a
> > On Sun, Apr 26, 2009 at 10:29 AM, Colin Sullivan <sulco...@gmail.com>

Joel Rios

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Apr 27, 2009, 2:12:23 PM4/27/09
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Just want to make sure that people understand I'm not leaving 'cause
mad or unhappy.

I think I am the perfect example of someone who would have not really
been allowed to join due to group size. Saving you guys (and myself)
the embarasment of having to be asked to leave.

I'll go drown my sorrow in WoW.

Jesse Carver

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Apr 27, 2009, 9:49:13 PM4/27/09
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I agree that Dan would be a good candidate if we want someone in charge for the sake of sanity.

DM prep time and not knowing who's going to play is a still a big issue clearly, even though we've tried to deal with ti before. I'd honestly be all for some sort of deadline, like if you haven't responded that you'll attend by Wensday (or whenever) you can't (or at least shouldn't expect to) play, with no 'assumed' attendence. I'm not saying dont' make exceptions sometimes (sometimes things uncome up suddenly, as Dan saw), but as a general policy it may help a bit.

I really enjoyed the second encounter just because of the impending doom of failing saves; with that many petrify effects it was a very real threat for the whole battle, and I like the idea of a fight that dosn't just come down to HP/Surges. Likewise since petrify isn't really death there's plenty of oppertunity for players even on failure, another bonus (putting aside the fact it was a one-shot).

I wonder if there could be a good point to drawing a line between general tactical advice/communication and mico-managing other player's turns. I'm pretty guilty of this at times... an interesting rule would be requiring all tacitcal advice to be 'in charachter' which both sets a reasonable limit on how much you can say (six second rounds and all) and what you can tell other people. "Spread out, they use area attacks" and "I'll take the group on the left, if fire hurts you stay out of melee" are both a lot less of a pain for the player and more 'fun' (in a subjective sense, i.e. they're fun for me) than counting squares and telling someone where to move exactily. Exceptions to be made, of course, for explaining rules to players. Likewise a general 'stragegic huddle' I think would be fair at times, since groups of adventurers that have spent some time togeather would natraully have some sort of shared tactical awareness or wouldn't last long.

Just some random rambling...

-Jesse

Jay.Mc...@gmail.com

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Apr 28, 2009, 1:31:15 AM4/28/09
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I tentatively agree with Jesse's last paragraph, with a caviat that if
we had a stable group with some consistent attendance we would work
together a lot more and know each other's abilities. . .for one shots
some amount of metagame thinking regarding abilities is par for the
course.

Part of why I really think that even if the main campaign is out, we
should have some solid plan for a secondary (obviously this would not
be specific, but perhaps everyone could have a 2nd character to bring
and we could play a backup, though still self contained, adventure.

I digress. Again, a lot of these suggestions are great, but we have
so many up for discussion with no implementation in sight. As ideas
they are useless to us.

As an aside, Jesse kind of saw the vision, but I did not put enough
thought into the set up. . .I was aiming for a combat not likely to
kill you as incapacitate you, with the 1000 ft drop a larger player in
the terrain. Colin is right when he says that as much thought should
be put into that as in the creatures involved. Lesson learned indeed,
it is not like there is a lack of published adventures to steal from.

Jay

Chelsea Hiscox

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Apr 28, 2009, 2:01:46 AM4/28/09
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Hi Jay. I realize I've rarely commented on you games and may not be the most experienced player, but here are some of my thoughts on last Saturday's game. I found the creatures you picked out for us to fight really interesting. I hadn't heard of most of the creatures you brought out to fight us, so I entered the fight with no real idea of what the creatures were capable of and that was exciting! In my opinion, keep bringing out the strange besties when you run! As far as what could have been improved, I find fights that are set in complex playing fields a lot more enjoyable. Some of my favorite gaming sessions include when Colin ran and the characters jumped from moving clock-like gears and Dan's game that was set upon a ship during a horrible storm. These were fantastic backdrops that not only made the fights more complex but helped build on the storyline. I realize that putting a game together is time consuming, and suggesting that you make a more complex playing field at the last minute may not be realistic, but it's definitely something to think about in the next game you run.

As for what the players can do, I think that if you want to give a suggestion to another player, do it when it's not their turn. Most of the time, suggestions aren't helpful to other inexperienced players,like myself, but end up confusing them and causing their turns to last and extra 10min. longer than they should! If someone makes a move that isn't ideal, then so be it! Why should ALL the players be perfect at strategery? I'm OK with not playing the game perfectly. I can learn from failure once in a while :-). Also, if the player isn't sure if their move will work, because their inexperienced like me, then they should ask another player before it's their turn. From what I can tell, everyone is pretty nice and eager to offer some of their gaming wisdom. At least that's the experience I've had since I've stared gaming with you all.

Thanks again for runing last Saturday Jay.
Chel
On Sat, Apr 25, 2009 at 7:39 PM, Jay.Mc...@gmail.com <Jay.Mc...@gmail.com> wrote:

Boof

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Apr 29, 2009, 7:18:49 PM4/29/09
to Tucson Roleplaying Group
I also think Dan is a good candidate for a coordinator. We need
someone who can just oversee things and make sure its running
smoothly.

As for people leaving, if they are enjoying the game, I dont think
they should have to remove themselves to make the game faster. I know
i enjoy gaming with everyone and i wouldnt want people leaving or not
coming because of group size. We just need to find other ways to
increase the efficiency of the gameplay. I think the idea of a break
every hour or so is a good idea. Perhaps six hours is too long a
stretch at one time, and we need to take an half hour break or so to
relax and chat or what not. An intermission of sorts. If after a
while, we run out of ideas and we're still having problems, then we
might have to talk about alternatives.


Chris
> On Sat, Apr 25, 2009 at 7:39 PM, Jay.McKin...@gmail.com <

Joel Rios

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Apr 29, 2009, 8:15:32 PM4/29/09
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Hello. I don't have much to say, but I think it would be good to have
some holy Santos brought to the high school, to guard the hallways and
bring us good luck. ... And we have a great FFA schedule lined up.
And I'd like to see more of that. If you vote for me, all of your
wildest dreams will come true.

Jay.Mc...@gmail.com

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Apr 30, 2009, 1:56:38 AM4/30/09
to Tucson Roleplaying Group
Anyways, who wants to eat chimichangas next year? Not me.

On Apr 29, 5:15 pm, Joel Rios <jrio...@gmail.com> wrote:
> Hello. I don't have much to say, but I think it would be good to have
> some holy Santos brought to the high school, to guard the hallways and
> bring us good luck. ...  And we have a great FFA schedule lined up.
> And I'd like to see more of that.  If you vote for me, all of your
> wildest dreams will come true.
>
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