Should a GM reward doing the cool and flashy thing, or the boring but sensible and logical thing?

Should a GM reward doing the cool and flashy thing, or the boring but sensible and logical thing?

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  1. 2 years ago
    Anonymous

    The thing he finds funny or entertaining and kino

  2. 2 years ago
    Anonymous

    Gold for XP

    • 2 years ago
      Anonymous

      Most of the time common sense and good logic should be rewarded but it doesn’t have to lead to boring play
      In old school games inaction is often punished just as much as misaction sometimes through resource attrition but often because a character was on the wrong place in the battlefield at the wrong time
      Pc’s should be punished for just blindly blundering into things and following along with things without careful thought investigation and action

      Is based

      • 2 years ago
        Anonymous

        If that is the case then why do players get salty when they lose or suffer due to a bad decision or anything that could of been prevented on their end rather than a bad die roll

        • 2 years ago
          Anonymous

          i dunno but it do be like that tho
          >i got all these kids, who's gonna pay their food, theys baby daddies is all broke!
          bitch, thats your problem

  3. 2 years ago
    Anonymous

    GM should reward a thing that serves a purpose.

  4. 2 years ago
    Anonymous

    yes

  5. 2 years ago
    Anonymous

    Depends on the tone of the game.
    Otherwise it is creativity that should be rewarded.

  6. 2 years ago
    Anonymous

    tbh I find a "sensible, logical" choice more interesting as long as it's informed by the character's own motivations and ideas rather than what the player thinks is "objectively right". Though tbh if you're a good GM there shouldn't be an "objectively right" choice to make, that's too easy and doesn't serve any kind of purpose, as narrative or entertainment.

    • 2 years ago
      Anonymous

      newbie detected, opinion discarded

    • 2 years ago
      Anonymous

      I hate storyshitters so much it's unreal.

  7. 2 years ago
    Anonymous

    A GM should only "reward" the players based on how the system has established those "rewards" for the sake of game balance and difficulty level.

  8. 2 years ago
    Anonymous

    This makes no sense. If you are doing the sensible and logical thing, then you don't need to be rewarded, because if its really logical and sensible you are alreading gaining an advantage. If the game hadwaves preparation but you insist on describing how well you do routine preps to get an advantage, you are just going to get told to shut up.
    Doing cool and flashy things should be natural if its in the spirit of the game, and in that case it should be its own reward.
    Also, nothing says that being competent and rational cannot be also impressive and cool, you just have to work for it in a realistic game instead of automatically being cool in a cinematic game. Its two different kinds of cool.

  9. 2 years ago
    Anonymous

    Depends on the tone of the game. I always think of games as genre pieces, imagine your game as a TV show or a novel.
    What fits in CIS:

    Won't fit with what what suits Sherlock Holmes:

    Won't fit with what suits True Detective:

    Won't fit with what suits Philip Marlowe:

    Which sure as hell won't fit with Hot Fuzz:

    Despite all of them being effectively being police procedurals/crime dramas.
    It's all about making sure players know what fits with the tone of the game and rewarding that.

    • 2 years ago
      Anonymous

      That's a good way to explain it.

    • 2 years ago
      Anonymous

      This is legit bigbrained.

      • 2 years ago
        Anonymous

        Question is, how to save it for the future since no one is going to be arsed to put in those hyperlinks from a screenprint.

        • 2 years ago
          Anonymous

          let those who have not the diligence to attain understanding be left to the dorkness

  10. 2 years ago
    Anonymous

    That depends entirely on the tone of the game. If I am running a gritty low fantasy mudcore experience, I'll drop 20,000 men at arms in full harness on the first player who steps out of cover without spending a full half-hour agonizing over how he can check around the corner first without revealing his position.

    If I'm running a superhero game about fighting interdimensional aliens who eat positive emotions and turn people into mindless husks, I don't want people hiding behind chest high walls like its gears of war. I want them to use their telekinesis power to throw a city bus at the enemy with the party melee brick standing on top so he can punch the monster in the fact at 80MPH and then everything explodes.

  11. 2 years ago
    Anonymous

    Yes it’s a good way to motivate the shitty players to start being better

  12. 2 years ago
    Anonymous

    That's what the dice are for

  13. 2 years ago
    Anonymous

    >boring but sensible and logical thing
    People like this hate good storytelling. People who think like this make stories where their characters get their cake and eat it to.
    >It may be a high magic setting with easy access to healing and resurrection magic but characters are still going to have scars, disabilities, and permanent deaths all the time. If you think that's weird you hate fun!

    • 2 years ago
      Anonymous

      >People like this hate good storytelling.
      In my experience people who are more grounded tell better stories, have more fun adventures and are more smart in combat then the moron who says he is going to try and supplux the giant into submission at level 4 or that moron who rolls a nat 25 on stealth and thinks that means he literally turns invisible without magical support.

      • 2 years ago
        Anonymous

        I think the important thing is establishing stakes. Being grounded helps with that since there's consistent rules on what you can and can't do which players immediately understand since the answer is 'Well, just like real life except when noted'

      • 2 years ago
        Anonymous

        How do you roll a nat 25 on a d20?

        • 2 years ago
          Anonymous

          the player said he rolled a 25 and the DM thought it was fun so he allowed it

  14. 2 years ago
    Anonymous

    How many times are we gonna have the same god-damned thread? Hur dur what is an elf? Are ogres allowed at your table? Is there an Alzheimer's patient posting these from a retirement home?

  15. 2 years ago
    Anonymous

    ratshit thread

  16. 2 years ago
    Anonymous

    >Everyone is doing stupid and over the top anime bullshit that outright breaks the rules, of course giving spellcasters even more power
    >DM constantly rewards them and even allows them to use it as a get out of jail free card
    >Try to do something sensible and logical that helps the team
    >"Nope sorry not in the rules you can't do that"
    >Decide for once to try something in the middle ground of doing something amazing and out there but still a little be grounded
    >My character eats shit and almost dies without even getting to roll
    Frick rule of cool and frick DM's who put them in their game.

    • 2 years ago
      Anonymous

      Rape your GM to establish dominance, it's the only solution.

      • 2 years ago
        Anonymous

        I would but A) I quit that group a long time ago and B) he quit being being a DM. He rage quited because despite rewarding and encouraging people to do stupid shit while punishing the mundane he apparently hated all of that and thought everyone was being a bunch of idiots.

    • 2 years ago
      Anonymous

      I'm sorry you're not cool anon, but the rest of us are here to have fun.

  17. 2 years ago
    Anonymous

    Yes

  18. 2 years ago
    Smaugchad

    Cool flashy things deserve greater rewards but also come with greater risks. The dice decide.

  19. 2 years ago
    Anonymous

    Both. Use different rewards.

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