I really like this guy
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Mixing Player Types
#1
Posted 29 April 2003 - 04:09 PM
I have a prob with my group. It has about 7 to 8 people not including me that play but most of them are hack 'n slasher's only 2 of them are trying to role-play (the wizard and the thief {but the thief really just passes me a bunch of notes.}) I'm a role-player and I've been making my campaign since the 6th grade and plan on making it into a book after I'm done. But no matter what i try or do I can't get them to role-play more I tell them it would be more fun if they did but to no avail. (the ages range from 18 - 39) but if you guys or gals could help me out in anyway on how I can get them to want to role-play would be a great help.
I really like this guy
but I can't remember where I saw him before. if someone could tell me where he came from would be much appreciated.
I really like this guy
#2
Posted 30 April 2003 - 04:25 PM
There is a lot about this topic in the "metagame blues" topic, If you havnt already read that. Rintaran there makes an excellent point, and I posted there my opinion, although I know that if you want to turn it into a book you can't do that. Sorry I can't give more advice, and good luck!
#3
Posted 30 April 2003 - 11:52 PM
What do you mean I can't turn it into a book? The only thing I'm using in the D&D books is how to play and a few of the races and I don't think WOTC has a patent on wizards and warriors and most races. In My book I know that I will have to change a few things but I can keep the main jist. the only races I use are humans, Elves (but they are a unique type of elves they are similar to the WOTC {or should I say TSR} version but Alot different), and the Ta'tric (taa-treek) which are pink or green skinned little people.
#4
Posted 01 May 2003 - 04:11 PM
Sorry, I must have not made myself clear. What I meant was that in the topic metagame blues I made a suggestion to another user about metagame thinking and how to get players out of that. I simply meant that If you want to turn it into a book then you can't use my suggestion from that topic, as it involves starting characters afresh.
Sorry for any missunderstandings - that is what I meant. Good luck with the book.
Sorry for any missunderstandings - that is what I meant. Good luck with the book.
#5
Posted 02 May 2003 - 07:22 AM
*Hitting self in head with large rubber mallet* I read your post for metagame blues finally and now I kinda feel stupid for asking the same question twice (insert pun here). but thanks for your help but I gave them their backgrounds basically, but they just seem like they can't role-play at all (no imagination syndrome). But one thing most of them do seem to want to do is is be evil but I can't have them be evil cause it would seriously effect my story. (where is Margaret Weis and Tracy Hickman when you need them). Well anywho I guess I'll travel back to the world of Ta'Naria and pour over a tome or two and come up with some means of purging them of their evil thoughts (Because I'm the only one that can have them
)
The shackles that bind the chaos within must be set free momentarily so I can go pick some flowers (the flower picking was rightfully stolen from the lady of dragons barbarian with the doll, because that's just cool).
The shackles that bind the chaos within must be set free momentarily so I can go pick some flowers (the flower picking was rightfully stolen from the lady of dragons barbarian with the doll, because that's just cool).
#6
Posted 06 May 2003 - 04:07 PM
I'm not sure it's possible to make your players not want to be evil, non-roleplaying slubs. You can't force roleplayers to do what you want. That's part of the fun of the game, that it isn't a book. Personally, I get really perturbed when my actions are dictated to me by a GM. Players should have as much say, if not more, as the GM in terms of where a campaign ultimately ends up.
Now I'm not saying your players are entirely in the right with their metagaming ways and evil leanings. Some groups aren't really capable of(and have no desire to do) deep roleplay. My husband often talks of a game he was in in Okinawa that was total hack-and-slash monty haul no-roleplay. But it was the only game in town so he played. There was no way he as a good roleplayer could have changed their way of thinking, because they were enjoying the game in their own way. I myself only really understood what roleplaying was when I started with the group my husband GMs, even though I'd already been playing for 10 years. Are any of the players in your game into heavy roleplay? If not, perhaps you should find an experienced player who is who can join your game. Example goes a long way to understanding of good roleplaying. And not just example that you as a GM give, most NRPF (non-roleplaying farts) just assume all that hassle and mood you try to give is a part of your job as GM, and not something they need to integrate into their own characters.
Anyway, long story short is if you really want a more roleplay-intense game and your players aren't giving it to you, you need to either integrate better players into your existing group and hope they learn, or go find another group. Not everyone wants to go past monty haul, and that's ok for some but it looks like that's what you'd like to do.
Now I'm not saying your players are entirely in the right with their metagaming ways and evil leanings. Some groups aren't really capable of(and have no desire to do) deep roleplay. My husband often talks of a game he was in in Okinawa that was total hack-and-slash monty haul no-roleplay. But it was the only game in town so he played. There was no way he as a good roleplayer could have changed their way of thinking, because they were enjoying the game in their own way. I myself only really understood what roleplaying was when I started with the group my husband GMs, even though I'd already been playing for 10 years. Are any of the players in your game into heavy roleplay? If not, perhaps you should find an experienced player who is who can join your game. Example goes a long way to understanding of good roleplaying. And not just example that you as a GM give, most NRPF (non-roleplaying farts) just assume all that hassle and mood you try to give is a part of your job as GM, and not something they need to integrate into their own characters.
Anyway, long story short is if you really want a more roleplay-intense game and your players aren't giving it to you, you need to either integrate better players into your existing group and hope they learn, or go find another group. Not everyone wants to go past monty haul, and that's ok for some but it looks like that's what you'd like to do.
#7
Posted 12 May 2003 - 12:37 PM
Howdy, I agree with Ladyofdragons for the most part. I have been a DM for way to many years now (since the game started soft cover). My group is all in there upper 30's in age. To force a group into role play will not work, but there are ways to manipulate them. You stated that you have 2 players that are role players. What you need to do is to create adventures that adds a mix of roll playing with the hack and slash. when one of the non-role players does some role playing, pass that player a note with some extra experience. Do it a few times and you will have more players roll playing.
Being evil players and the non-roll play are going to go hand and hand. Like in life it is easier to be evil then play by the rules. Me personally, I do not allow my players to be evil I did this right from the start. You are not helpless in the situation either and actually you can have some fun with it. Try to turn your players on each other with greed of wealth and magic. The problem is, in a evil group, they will cooperate for a time before they double cross other members unless there is a very powerful PC keeping the group in line. Get them to double cross one other, once the group self destructs and everyone is all pissed at each other move in and tell the players that evil does not work and toss it out as a player option. This is just one idea that you can use to help guild your players. None of these ideas is a quick fix. It will take time to develop your players.
As I stated earlier, my groups has been together for a long time, almost 11 years with the same players. You would think we would be all role play, but it dose not work that way with my group. we get together to have FUN, we have a few beers, we argue about the rules all of the time, bottom line we all have a good time which is what the game is about. Each group is different, you may need to add a few "role playing" types and drop a few of the hack and slasers as Lady stated. Or you may want to drop a few players, 7 or 8 players is big group to deal with. Just a thought
Being evil players and the non-roll play are going to go hand and hand. Like in life it is easier to be evil then play by the rules. Me personally, I do not allow my players to be evil I did this right from the start. You are not helpless in the situation either and actually you can have some fun with it. Try to turn your players on each other with greed of wealth and magic. The problem is, in a evil group, they will cooperate for a time before they double cross other members unless there is a very powerful PC keeping the group in line. Get them to double cross one other, once the group self destructs and everyone is all pissed at each other move in and tell the players that evil does not work and toss it out as a player option. This is just one idea that you can use to help guild your players. None of these ideas is a quick fix. It will take time to develop your players.
As I stated earlier, my groups has been together for a long time, almost 11 years with the same players. You would think we would be all role play, but it dose not work that way with my group. we get together to have FUN, we have a few beers, we argue about the rules all of the time, bottom line we all have a good time which is what the game is about. Each group is different, you may need to add a few "role playing" types and drop a few of the hack and slasers as Lady stated. Or you may want to drop a few players, 7 or 8 players is big group to deal with. Just a thought
#8
Posted 14 May 2003 - 04:41 AM
I believe that from everything already said above and the advice given this should hopefully aid you in your decisions on how to handle the problem at hand. The main reason I am writing to you is to suggest that perhaps a change in your number of players is in order to hopefully maximize the potential of the characters. In my experience I have always learned that for long term campaigns, which I am getting the feeling due to your desire of writing a book, that a smaller numbers of characters is more effective then massive groups of players. It is extremely difficult for a player to have their character shine in their trade when there is someone else who is always over shadowing them. This of course is also true for the DM who is trying to develop a place or belonging for those overshadowed characters. But if you honestly feel that you and your players do not need to cut back on numbers then pat yourself on the back because a lot, or should I say most, established DM’s will tell you that developing a belonging for all of the parties characters is not something easily done.
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