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23.1.10

Over-thinking It

A fiery smog filled the air as the small band ascended the blackened tower, a hate-filled spire which a vicious flight of dragons called home. Higher and higher they climbed and the air seemed to clear as daylight peaked in from somewhere up ahead. The leader of the band, a minotaur, stopped them suddenly. The large armored beast turned around, his deep voice calm and collected.

"Thane Nefarious dwells just beyond these steps. He is lord and master of these halls, and any being who walks within them. We must approach with caution."

The warrior addressed his comrades and explained the wickedness that was mere moments away.

"Ranger, be wary, his mind can make you snap your own bow in twain... Cleric, he could force you to protect him as you would an ally... Summoner, he may twist your gifts for his own demonic pets... Burglar---"

"Oh, be quiet, great cow!"

The minotaur looked over to the interrupting burglar with a concerned look. The loud-mouthed thief continued.

"Listen, we stomped through every beast in this place, and this crazy old dragon hasn't been able to raid a village in a decade. Less talk, let's go put him out of his misery!"

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There is a fine line between rash unpreparedness and way too much overthinking. Every group wants to hit that sweet spot of effectiveness, but it isn't always the easiest thing to accomplish.Sometimes there will be concern about the difficulty of an encounter, or someone will be worried about wasting time, or even worried about how everyone is reacting to the acting leader.

Now there is no hard and fast rule that can apply to every situation, but what you can do is analyze the different types of players and learn how to react (or if you are one of these players, how to handle yourself.)

The Overcautious

"Did you check for traps? Did you listen at the door? Look through the keyhole? How about..."

The overcautious player is often going to be a very good friend to the average party. This player tends to remind people to do common sense things, like being stealthy, and they prevent poor decisions, like poking the sleeping dragon.c

However, the problem stems from too much of a good thing. The OC likes to makes sure nothing goes wrong, and as such will remind every other player of every single systematic step they should take to prevent mistakes. The pitfall is that this takes a lot of excitement out of the world and will grind your game to a halt.

The best way to work with an OC is to listen to them, but to take their warnings with a grain of salt. Sometimes a bit of brashness can go a long way. If you are an OC, I recommend taking a chance and letting them make mistakes. That's the only way they'll learn!

The Reckless

"You're talking too much! Let's just bash down the door and sort it out once we're in the fight!"

The reckless player is the exact opposite of the OC. Instead of taking too much time figuring out a plan, the reckless player will waste time (or resources) dealing with the aftermath of a poor decision.

Sometimes it is nice to have a bit recklessness in your group. After several sessions of planning, it can be a lot of fun to deal with problems on the fly, and it really teaches you how to react in case a well thought-out plan fails.

If you need to work around a reckless player, casually explain why being reckless in this situation isn't correct. But don't stop them from having fun; let then charge in from time to time. You'll both be happier in the long run. If you are reckless? Go with your gut, but don't ignore your friends.

Imaginative

"Wait, but what if I adapt a disguise and dance my way in, while you guys hide beneath my dress, and then the cat will..."

Often characters have an array of underutilized skills and abilities, and it's up to the imaginative player to find the situations to let them shine. It's the imaginative player who can find the right combination to make an easy win out of an otherwise difficult encounter.

However, sometimes it can be a little much. Not every combat should begin with an attempted stealth, or bluffing, or looking through history books. Sometimes the most appropriate response is to just hit something in the fast. Plain and simple.

To make the most out of your imaginative friends, keep them thinking, but let them know when it might be easier (and quicker) to use the simple approach. If you are imaginative? Keep thinking about your great schemes, but think about the time as well.

Timekeeper

"I hate to be that guy, but it's getting dark, and how many encounters are left in this dungeon?

There are always going to be party members who don't have as much time as the others. Either they have to wake up early, or they didn't allot enough time for the game, or they just want to be done earlier than later. Nothing is wrong with any of the scenarios; however your party must be able to adjust. This is the downside of the timekeeper.

But just as often there are players who like to joke, eat, and tell stories instead of getting to the game. A good timekeeper can help get everyone on track and accomplish more in a single session.

The timekeeper is your best friend if the group wants to actually accomplish things, but if your group prefers goofing to leveling, the timekeeper may not fit in. Listen to the timekeeper, you could be wasting an awful lot of time, and others may not be having as much fun as you are.

If you are a timekeeper? Remind people, but don't be rude. And if you're the odd man out, maybe this time slot of group just isn't right for you.
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Food for Thought

That's all for today's rant on over-thinking it. As for next time, we'll delve into the scary dimension that is World of Warcraft, and I'll describe what's going on with me and my characters.

Until then, may your plans be exciting and exactly timed!

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