Clint considers how to set himself and the other players he games with up for success and fun. Hint: It all starts with a little pre-game preparation, and good healthy self-talk.
Mentioned in the Episode:
Items mentioned during episode:
- D&D Starter Set (Includes Lost Mines of Phandelver Adventure) - Click Here
- Goblin Quest RPG - Softcover Book - Click Here
- Goblin Quest RPG - PDF Version - Click Here
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00:00:00
>> Clint Scheirer: Have you ever heard the phrase sticks and stones may break
00:00:03
my bones, but words will never hurt me? Well,
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what do you do when words do hurt you or
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bother you during a tabletop role playing game?
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Today's episode will cover the two
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obstacles that can hurt your gaming group
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and two strategies you can use to set
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expectations and not take things
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personally. Welcome to claim to game the podcast
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helping busy people master tabletop role playing
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games one game at a time I'm Clint
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Scheirer. I've been an educator for over twelve years and have
00:00:32
helped gamers of all levels quickly grasp
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tabletop role playing games so they can enjoy playing
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them to the fullest. Stay tuned so
00:00:41
that you can make your claim to game.
00:01:11
Hello and welcome back to episode seven,
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season one of claim to a predominantly
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educational, fun podcast in which I am daring to coin
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the word fun ducational. It's like going to the
00:01:23
Kennedy Space center down in Cape Canaveral in
00:01:25
Florida and finding that you aren't just going to learn
00:01:28
about space for the day, but instead you're actually going to be
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launched into space for the day. Don't forget to
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put on that astronaut helmet, folks. It's like I always
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say, better to be safe than
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starry. All right? It's
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my belief that playing a game should be fun.
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Now, fun can mean a lot of things to a lot of
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people, but here are three things that
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I feel are essential to having fun, at least for
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me. When playing a tabletop role playing game.
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One, you are interested or find the main
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concept of the game interesting. Two,
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you are able to be creative, problem solve and collaborate
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with others. And three, you enjoy the
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people you're playing with. Now, this third point here can be
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tricky. People are, well,
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they're people. And that means that we are
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complicated. We have emotions, we have
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complicated emotions. We have expectations
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of what we are looking to experience when we come to the
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gaming table. Table, throw in two or more people in a
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room and instantly you have a cocktail for
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potential greatness and fun, or an awkward
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social encounter which drives people away, leaving
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them never to want to step foot into another
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tabletop role playing game again. Let's
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look at an event from my past to highlight two
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obstacles that can cause dissension among players in a gaming
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group. And then we'll identify two tangible
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strategies you can use yourself to combat
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these obstacles, work through the differences and
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to find the fun you and your fellow players desire.
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The first real serious game I ever played with an
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actual storyline and campaign was the DND
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Beginners adventure, lost minds of Phandelver.
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Going into this game, I had only played a quick
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one shot adventure with my brother in law where the
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expectation was have fun and try anything
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out. Your imagination is the limit. With a few
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scattered rules in there. This group had roughly
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four five players and one GM. All
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of us completely new to the hobby, all of us
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except for one player went in with the same mentality
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as I had before. Have fun, try
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anything out. Your imagination is the limit.
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And after we made some very unwise and
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tactically unsound decisions which involved our
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party's halfling trying to be the frontline beefy fighter,
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we inevitably found ourselves in very
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poor shape. We were hurt, some of our
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characters were near death and definitely far
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from achieving the goal of our mission. The one player
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who had played D and D before was clearly and understandably
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frustrated. He spoke up and made it very clear he
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felt we were playing this game
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wrong. He said D and D is a
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group of adventurers working towards a common goal.
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Our actions should be working towards that goal, not
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against it. I cant speak for the other newbies,
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but I felt a little bit ashamed playing the game
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wrong. I asked. I thought my imagination was the
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limit. Was there a right or wrong here?
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Our group dispersed that night and met up one month
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later. And the next time we really did all
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die. All of our characters died. We call that a
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total party kill or TPK. As we say in the
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business, everyone died. Ive shared
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this story in more detail back in episode two.
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The same player who was upset before at our
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group's lack of tactical, sound decision making
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working towards a common goal, he spoke up again
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and he was frustrated again and let the group know
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his displeasure. As someone who once again
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was following my imagination, I was left with the same
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impression. Clint, you are playing the game
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wrong and you need to shape up. Eventually the group
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worked out these differences, but I would say the hard way
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and with some hurt feelings, some folks ended up
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leaving the group all together in the process.
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Looking back at this in hindsight, the two
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obstacles I see at work here.
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One, not having previously agreed upon
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expectations for the game that we were playing,
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and two, taking thoughts, opinions
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and preferences too personally.
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So what do you do? How do you counter
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these obstacles and cut them down before they raise
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their ugly hydra heads? My
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recommendation is one, have a session
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zero, to set group expectations for your game
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before it even begins, and two,
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to practice the heads tails
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technique. Quick pause on the episode. Have you
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felt life is too crazy busy that, the tabletop role playing
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games you've always wanted to learn and play are passing you
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by. The claim to game podcast has one mission,
00:06:03
helping busy people master tabletop role playing
00:06:05
games one game at a time. If you are
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enjoying what you're hearing today, please share
00:06:11
the claim to game podcast with others. Share it with at
00:06:14
least one other person who you know listens to
00:06:16
podcasts and who could benefit from what this show has to
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offer. This helps grow the show, spreads the message, and
00:06:22
helps others learn new tabletop role playing games.
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So don't forget, once you're finished listening today, remember
00:06:28
to share the show. Thanks.
00:06:30
And now back to the episode. A session zero is not
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a new concept to tabletop role playing. It is a
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meeting that takes place prior to the first time playing the
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game and a session zero can be in person
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online. Ive even handled it via email or
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text depending on the complexity of the game thats being
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played. What takes place during the meeting?
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Well its a discussion of the expectations of what the
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players can expect to encounter during the
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game, not specifics about the adventure. That would be a
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spoiler alert to the story thats about to
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unfold, but instead you would talk about
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themes, setting, tone, the
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mood, and the sensitive or not so sensitive
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topics that could appear during the playing of the
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game. In some session zeros, ive even included
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character creation. Especially for new players, running
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a session zero can make the overwhelming experience of trying
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to make their character a little more fun and less
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confusing with others around to ask questions and spend time
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with. How could a session Zero
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have helped my first real tabletop rpg?
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Well it would have provided a chance to discuss the tone
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of the game if our group of players could have
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clearly understood from the beginning that
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this game's main focus is for a group of
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adventurers to work together towards a common goal. It's
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okay to have some laughs, but we aren't just choosing
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crazy, goofy actions that could end up getting the entire
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party killed. If that had been made clear
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from the get go, then im sure all the players
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would have fallen in with that tone. The player who spoke
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up in frustration had this expectation
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while the rest of us had never jumped on that bandwagon.
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Now session Zero really only happens
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once prior to the start of the game. The game for
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season one of claim to game Goblin Quest
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basically has session Zero and gameplay
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built into the pre game activities of the entire gaming
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experience. The intro to the setting of the great battle
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camp, the NPC's you'll find there, the
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character creation, the quest creation, basically
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episodes three, four and six of which we all
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covered. All of it screams this
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is a silly game where all of your goblins will likely
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die. Do whatever you want because in the end you
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probably won't even succeed. Have fun with
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that expectation. I promise you, even the player
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who spoke up during my first d and D session would be
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jumping right into playing with the silly antics.
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Had he instead been playing goblin quest. He
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wouldnt need to speak up. He wouldnt need to be frustrated by
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the other players reckless actions because it
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fits the tone of the game. The new players in
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my first game were playing d and D. More like they
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were playing goblin quest with maybe a little bit of fatal
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ineptitude up our sleeves. Okay, okay,
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we know what we should have done. Set expectations
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with a session zero. But what if that doesn't
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happen? What if you are a player who was thrown
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into playing a game where expectations are all over the
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place, boundaries have not been set and people are
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making both passive aggressive or just plain aggressive
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comments trying to control the game and get it to be what
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they want or to get it how they think it should
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be. It all starts with you.
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You cannot control other people. Did you know
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that? You just can't. You can try,
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but unless you have some real powerful spells up
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your sleeves, it ain't happening. The only player
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you truly have control over at the table is
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yourself. And with this in mind, I would like to suggest
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the heads tails technique. I learned about it from
00:10:00
a TEd talk given by motivational speaker and communication
00:10:02
coach Frederick Imbo. His talk is
00:10:05
called how to not take things personally ill.
00:10:08
Leave a link to the video in the show notes. It is
00:10:11
fantastic. To summarize the key points of the
00:10:14
video, imagine that you are holding a coin
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or maybe a two sided dice. Do they exist?
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One side of the coin is heads and the other side of the coin
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is tails. First I want you to
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imagine looking at the head side of the coin and say to
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yourself its not about me. Try to
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think of the perspective of the other player. Try
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to see their intention that their comment was coming
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from. Whether the comment was passive aggressive or just plain
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aggressive. Make space for understanding and
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try to change your me to a
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Wii. This game is about everyone being able to
00:10:48
work together to have a good time and to have fun.
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I'm going to apply that to my scenario. Let's
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fast forward to the point of the story after the player spoke with
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frustration, saying we were playing the
00:11:00
game in a way that doesn't support the core function of D
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and D. Just a reminder that was DND
00:11:05
is a group of adventurers working towards a common goal.
00:11:08
Our actions should be working toward that goal,
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not against it. Okay, here I go
00:11:14
first. It's not about me. The
00:11:17
other players perspective is that we aren't achieving our
00:11:20
goal. And in this player's definition of
00:11:22
fun, this isn't fun to him by not achieving
00:11:25
the goal. His intention is that he wants to get the
00:11:28
group back on track with his version of fun.
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Why? Because he believes this will let
00:11:34
everyone have more fun and enjoy the game as he
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believes it was designed to be played. Now, making the
00:11:40
space for understanding here for this player, I can see this game
00:11:43
is not just about me. It's not just about what I
00:11:46
want, but to marry the ideas of what we all
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want in order to have fun with this unique
00:11:52
group. And I can get behind this. Maybe I
00:11:54
can talk to this guy after the game to see how I can
00:11:57
still be fun and have fun and be goofy,
00:12:00
but support the spirit of collaborative problem
00:12:03
solving towards a common goal.
00:12:06
Nice. This is some powerful self talk, and I
00:12:08
wish that I would have had this mentality at
00:12:11
the time in which I was playing. But don't forget the other side
00:12:14
of the coin, the tails side. If
00:12:17
side one, didn't quite get you to where you needed to
00:12:20
be, didn't quite mentally get you to where you were trying
00:12:23
to go, take a look at the tail side of your imaginary
00:12:26
coin and say to yourself, it is about
00:12:29
me. It is about my insecurity.
00:12:32
And part of me I still have to come to terms with.
00:12:35
Does it touch a raw nerve, what this person is saying? And
00:12:38
it feasts upon my fear of not being good
00:12:40
enough, not being likable enough, just not
00:12:43
being whatever enough. You fill in the blank.
00:12:46
I'm going to apply this tail side of the coin to my
00:12:49
scenario. This one's going to feel a little more
00:12:52
sensitive for me, but I'm going to do it anyway. Here we go.
00:12:55
First, it's about me. I want
00:12:58
to be silly, goofy and non serious in this game
00:13:01
because I'm afraid of taking it seriously, about
00:13:03
caring and not being good at it or not having
00:13:06
fun. I'm insecure in my
00:13:09
ability to try this new thing, the other players saying out
00:13:12
loud what I was already feeling. Maybe I'm
00:13:15
missing the mark. Maybe I miss the mark.
00:13:18
Maybe I'm no good. Maybe they don't want me
00:13:21
to be a part of this group. Why should I even try?
00:13:23
And then lastly, going into that fear, and
00:13:26
this is the, most important part more
00:13:29
than anything that we've said so far in this episode,
00:13:32
regardless of how I feel about my
00:13:34
insecurities. Above all, the truth is
00:13:37
I keep my value as a person, even
00:13:40
when people disagree with me, even when they don't
00:13:43
like the way that I'm playing the game, even when
00:13:46
they disagree with the decision I've made or didn't make.
00:13:49
And like a crumpled up dirty $20 bill,
00:13:52
at the end of the day, I still have value.
00:13:55
And this value, which is outside of myself and
00:13:57
intrinsic to being human, is what gives me
00:14:00
the right to keep coming back to the table, to keep playing
00:14:03
the game. And that applies to tabletop role playing
00:14:06
games and it applies to life. So
00:14:09
to summarize, try to implement both
00:14:12
strategies into your games that you run or games that you
00:14:15
play. A session zero is an attempt to set
00:14:17
healthy expectations from the beginning. The
00:14:20
heads tails technique comes in handy in the moment when
00:14:23
conflict may arise. Either way, you
00:14:26
keep your value as a player and as a person.
00:14:29
Dont take things personally. Take them with
00:14:32
empathy and openness to
00:14:34
understanding for yourself and also for other
00:14:37
players. Join us next week. Yep, thats right.
00:14:40
We are a weekly podcast. Now next week we will
00:14:43
continue our quest claiming Goblin Quest. We are
00:14:46
going to go over exactly how to play this darn
00:14:48
game. How do you begin? Who gets to take their
00:14:51
turn first? Where does the dice rolling fit into all of
00:14:54
this? What if my goblin succeeds? And what if
00:14:57
my goblins all die? Which is likely? Do you
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enjoy the claim to game podcast but find it can get lost
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Well my friend, that's exactly what happens when you are a
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enjoy. Go ahead and click on the link in the show
00:15:23
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relax and be in the know. And until the next time we
00:15:29
make our claim to game one game at a time.
00:15:32
M.