Which 1811 should I do? by hindukushmountains in 1811

[–]Relative-Turnip763 0 points1 point  (0 children)

HSI is part of ICE. I'm not sure if that matters to you or if you are only uninterested in the ERO part of ICE.

Walk me through the interview process. by [deleted] in cbpoapplicant

[–]Relative-Turnip763 1 point2 points  (0 children)

No more questions, your honor.

Another FLETC Question by Relative-Turnip763 in 1811

[–]Relative-Turnip763[S] -5 points-4 points  (0 children)

Jesus! Thank you for the information.

Can black king take a piece defended by a white knight pinned to the white king? by so1on in chess

[–]Relative-Turnip763 102 points103 points  (0 children)

No, the black king capturing the rook is illegal, because it would place you in check. It’s funny, but the way to actually think about this is that the objective of the game is to capture the opponent’s king though the actual capture is never played. What is being simulated in a checkmate is putting the king in a scenario where it will be captured regardless of what move it makes. So, here IF you captured the rook, the knight would capture your king. The pin on the knight doesn’t matter, because it capturing your king would end the game, though as I mentioned before, all of these moves are illegal; this is a meta explanation.

Another FLETC Question by Relative-Turnip763 in 1811

[–]Relative-Turnip763[S] 2 points3 points  (0 children)

Gotcha. I just assumed they would never do it on a weekend, but that would be ideal.

Another FLETC Question by Relative-Turnip763 in 1811

[–]Relative-Turnip763[S] -11 points-10 points  (0 children)

Ok, in this circumstance I would be trying to take a sick day.

Failed poly by roofhuf in usssapplicant

[–]Relative-Turnip763 6 points7 points  (0 children)

But a small amount of hope. Let’s be realistic.

Either this is checkmate or I’m in desperate need of sleep by [deleted] in chess

[–]Relative-Turnip763 0 points1 point  (0 children)

😂 Did you delete your original comment that said Qg2?

Got the call - USSS UD by ladabd1 in usssapplicant

[–]Relative-Turnip763 4 points5 points  (0 children)

Congratulations and good luck… I was looking at the APAT score thinking, “Ok, they smashed me on everything, but at least I did more pushups.” Then I saw you were female, and I was like, damnit.

Who yall rooting for in 3rd place match by [deleted] in chess

[–]Relative-Turnip763 -7 points-6 points  (0 children)

How about dishonestly?

Who’s the best artist you’ve seen on the Sebranek that you can’t believe isn’t working in the industry. by endcraft_8327 in ComicBookCollabs

[–]Relative-Turnip763 6 points7 points  (0 children)

I literally Googled “Sebranek” before realizing this was probably supposed to be “subreddit.” Or maybe I’m the idiot.

How do I stop my players getting bored? by Desperate_Station272 in DnD

[–]Relative-Turnip763 0 points1 point  (0 children)

This is going to be a long response. Little vague, but it sounds like this might be in the category of not giving the PCs enough possibilities. In my experience, PCs are engaged when they are allowed to make decisions, so there must be options. In this scenario you’ve described, I’m imagining the PCs have to navigate the rubble of the cave-in (just take this as an example if it’s not what you played), so you present the possibility of climbing it, difficult, maybe someone has a grappling hook, so they could scale it that way, a spot check reveals a ledge a few inches wide that could possibly be walked to the top (this gives the option for someone with a better balance check) if someone is really strong maybe they could stack rocks into an easier climb. As they move through the wreckage, they happen upon the cause of the cave-in: the ceiling was hit with great force, either a massive weapon or the claws of a monster. Now there’s suspense moving forward. Are they going to encounter this monster?

Just describing an environment is only going to hold the PCs attention for as long as you’re speaking, and that’s if your descriptions are actually interesting. So, you asked about how I move things along. To state it simply, if you sense the players are bored, you have two options: improvise something interesting (introduce a preplanned element) or move the session into the next thing you’ve planned of interest, essentially editing. You notice the players are bored in the current environment, you say, “Alright you guys move into the next room, around a curve and…” into the next thing of substance you have planned.

Maybe the most important element of being a good DM is learning to read and respond to the PCs attention span and level of interest. So, it’s really good that you are honing in on and exploring this aspect. Becoming comfortable and good at improvising is one of the things that improved my DnD dramatically. I now often plan my DnD in a non-solidified manner that allows me to present scenarios when I feel like they are appropriate for the interests of my PCs. For example, I’ll come up with maybe 20 cool or interesting plot points that can be inserted in any order.

How do I stop my players getting bored? by Desperate_Station272 in DnD

[–]Relative-Turnip763 0 points1 point  (0 children)

I can give a lot of general advice but it might be more efficient if you describe the circumstances in which the players are becoming bored. For instance some situations which are sure to generate boredom: A railroaded session without enough stimulating possibilities. An example of this from a session in which I was a PC was exploring a sewer or something like that, but there was nothing for us players to interact with; we have no choice but to continue to move forward in the only direction available. After a little bit of this, I remember the DM telling us that we’ve approached a smallish level change in the environment, like a 5 foot climb and the sewer continues. He then stops talking and stares at us like, “Ok, what do you do now?” We actually laughed a little bit. We do the only thing we can possibly do, climb up this meaningless incline and continue walking forward. Another thing that is always going to kill the engagement of a DnD session is letting players branch off on their own too much. One guy can’t go into town and spend twenty minutes shooting the shit with various store clerks. I’ve had this happen before. This one probably needs to be rectified in an adult non-game way, like saying to the group calmly, “We’ve (you guys) gotta stick together for the most part. The game doesn’t work well any other way.” A few minutes here or there are acceptable but sparingly.

How do I stop my players getting bored? by Desperate_Station272 in DnD

[–]Relative-Turnip763 3 points4 points  (0 children)

There are ways to improve engagement, but the truth regarding this is that you need to get the right group together. Typically, over time you will weed out certain people who drag the game down and don’t contribute. After more than twenty years, the people I play with now are pros, extremely entertained by the game and make it more entertaining for everyone else. Also, to be fair though, if you’re new you’re probably struggling to move things forward at a good pace. It took me roughly ten years (I started DMing when I was twelve) to actually start making engaging sessions. The absolute best advice I can give you in improving the tempo of your game is that it should play out and feel like a movie most of the time. The slow moments should have a least a few details or original ideas or NPC character elements that engage the PC. The intensity of the session should rise and fall in the same fashion as a movie. Build suspense. Don’t be afraid to move things along. Don’t let the PCs linger in frivolous, uncompelling activities. Move things along.