![]() ![]() I find it frequently it doesn't work well here (I admit) because some players will immediately start asking for all the finicky situation details that suck the life out of the moment. Is the proposed answer a very useful one that achieves more, or is it not helpful in some way? (or does it do the same thing with no change)Ĭlick to expand.I think I use WDYD and analogues in 3 situations:ġ) Some kind of ambush or bang: it's an unexpected tough choice with little lead in. Is the question "What do you do" one can can induce frustration or hesitation or other? * Gives them an idea seed to build from and have confidence in what to do nextĪre players sometimes thrust into spotlight too suddenly? * Let's them know what they were doing was cool/good ![]() * Let's them know the context of what they were doing. But it does two things that may prove helpful: "what was your character just doing? Ok, that's cool, where will they go with that action next?" That the GM and others are a fan of their character. Instead, a better question should be asked which gives the player a sense of encouragement and acceptance. "Instead of just saying " What do you do?", that makes them panic because they may not know what to do, or they may just be trying to think of what you think the best thing to do is." Ok, so how does that apply to players and RPGs? The biggest change wasn't the answers, but the level of confidence and interaction that comes from telling a kid you're proud of who they are, not who they will be." And they equally weighed being a comedian or counsellor. And another kid shared a story about making a friend smile, when they were having a bad day. ![]() Another kid said he had never considered being a carpenter. Like one kid said he was proud of helping a friend with his homework, but when asked, he said he had never considered becoming a teacher. And they noticed some positive changes immediately. So instead of asking what they wanted to be, they decided to ask the kids what they were proud of doing. They told me that asking them what they want to become can distract them by asking them feel guilty for not knowing or making them seek approval and telling the teacher what they want to hear. And instead asked them a better question. "A teacher told me that the confidence level of their students increased exponentially when they stopped asking them what they wanted to be when they grow up. The premise was this = Players should not be asked "what do you do?" as a full stop question.Īn example of why to not use that question, was given by a teacher commenting on their class as follows: Thanks for your time and hope to see this feature in the near future.Please tell me your thoughts on the following discussion I read = I hope the suggestion is well accepted by the development team, I believe it will be very well received by users and will bring a great improvement to the app. Well, that's the concept, but the applications are endless.Īnother benefit would be the possibility to create achievements based on these quantities.įor example, I might create a reading goal of 10,000 pages read or have run 100 kilometers during my runnings. As I read several times a day, I can insert the pages I read whenever I finish a reading session. For example, I stipulate how many pages I must read per day of a certain book to complete the reading within the time frame. ➞ Another application that is very useful and I miss is creating a habit with time goals for reading books. If I complete the total on the day I receive XP and Gold total, but if not, I receive proportionally the amount accomplished. ➞ I can create a goal of drinking 3 liters of water a day (or 10 glasses), every time I drink some water I enter this amount in the app. To illustrate what this function would look like in practice: I miss this function here, mainly because the app is gamified. When I used another app (HabitHub) there was a very useful function, which was to partially fulfill the task. ![]()
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