• JackbyDev@programming.dev
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    4 months ago

    THANK. YOU.

    Players who do this ARE BAD PLAYERS. I don’t care what it takes, you WILL find a reason to cooperate. Call it metagaming if you have to. This is a team game, you will work as a team.

    Players are expected to make characters that will, for whatever reason, will work together and, for whatever reason, will take plot hooks. Without those two things the game doesn’t happen.

    • stephen01king@lemmy.zip
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      4 months ago

      What if they leave the party and create a new character to join the party that fits in better? Is that good or bad?

      • JackbyDev@programming.dev
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        4 months ago

        I mean, it’s good, but it feels like an over reaction. They don’t need to make an entirely new character, they just need to think of a reason they’d cooperate. It can be a contrived reason, that’s fine, but they need to work together. Some examples,

        1. Highly shy character “warms up” to at least one other character and sort of talks to the group “through” that character, but you can still (as a player) face the whole table to talk as a group.
        2. Character who is extremely distrusting has met a character before (just tweak backstory) or finds at least one other character implicitly trust worthy. Maybe the Rogue who has been backstabbed too many times trusts the Paladin because they know they’re too honest to lie.
  • Zeusz13@lemmy.world
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    4 months ago

    If your character has no reason to stay either the plothook was insufficient or you made a bad character. Both should be adressed ooc.

      • snooggums@lemmy.world
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        4 months ago

        The DM came up with the plot hook and the players agreed to play, so the players need to put some effort into finding a reason to go along with the plot hook.

        Suggestions on making the hook more engaging is an option too!

        • Kickforce@lemmy.wtf
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          4 months ago

          It goes for the players among each other too. It’s not just the one character in OP that dislikes or distrusts the party. It’s up to the rest of the party to also accomodate them. If you have a moral character in the group you might refrain from murdering, raping and pillaging for shits and giggles.

          As they say “the only way to have a friend is to be one”.

      • Zagorath@aussie.zone
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        4 months ago

        they should not meet in session 1.

        Strongly disagree. Nothing wrong with doing that, but nothing wrong with having them meet in session 1 too, as long as you have built characters who will be willing to go along with the GM’s hooks.

        And even that part is flexible, depending on the nature of the hook. If the hook is “you see an ad look for rat exterminators”, then you better have a character who wants to be an adventurer and will cooperate with other would-be adventurers. If the hook is “you’re prisoners being ordered to go explore this dungeon by order of the vizier”, there’s room for slightly less cooperative PCs, as long as you PC is cooperative enough to go along with that order, even if (at first) reluctantly.

        • Voroxpete@sh.itjust.works
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          4 months ago

          Yeah, I’m gonna back you up on that one. Sometimes assembling the group in session 0 is what’s right for the story, and sometimes it really, really isn’t. Think about how many movies literally have “Assembling the team” as almost their entire plot. The Avengers hangs two hours of non-stop action on “We need to put a party together.” Every heist movie is basically required to have an “I’m putting a team together…” sequence.

          Session 0 is where you lay out the expectations of the game, and your players think about either how their characters have already interacted, or how they will interact when they eventually meet. You give people an idea of what they’re getting into, you pitch the tone and the style of the game, and you help people shape characters around that.

          As an example a friend of mine always pitches his games by describing who they would be directed by. I remember vividly his “Lock, Stock and Two Smoking Halflings” game, a Warhammer Fantasy Roleplay If It Was Directed By Guy Ritchie experience. Just setting that sense of tone up front meant that we all knew to make characters who would fit the vibe. I played “Blackhand Seth, The Scummiest Elf You’ve Ever Met,” one part Brad Pitt Pikey, one part Jack Sparrow, and I had a blast.

          In my most recent campaign I’m running a Shadowrun game where the group would be assembled in session 1 by a down on his luck fixer. My pitch to the players was simple; make fuck-ups. I wanted characters who were at the end of their rope, lacking in options, either so green no one would trust them or so tainted by past failures that no one wanted them. The kind of people who would take a job from a fixer who had burned every other bridge. They rose to the assignment beautifully, and by four sessions in the group has already formed some absolutely fascinating relationship dynamics. A lot of that has been shaped by their first experiences together, figuring out how to work as a team, sometimes distrusting each other, and slowly discovering reasons to care about each other.

          • Zagorath@aussie.zone
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            4 months ago

            Sometimes assembling the group in session 0 is what’s right for the story, and sometimes it really, really isn’t. Think about how many movies literally have “Assembling the team” as almost their entire plot. The Avengers hangs two hours of non-stop action on “We need to put a party together.”

            Oh, that reminds me of a 4th way campaigns can start (in addition to the 3 I said in a different reply) that I’ve been in before and quite enjoyed—though wouldn’t want to be overused. The MCU method. Where each player individually gets a 1 session (maybe 2 at most) solo session introducing them and getting them to the right place to start the campaign.

            • Voroxpete@sh.itjust.works
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              4 months ago

              Doesn’t have to be a solo session. If you have the right group for it (big IF there) you can jump back and forth between the individual characters, essentially running four solo sessions in parallel. This relies heavily on your players being the kind of people who are invested in the action even when their character isn’t present, but it can be done.

              That said, I think for the most part the “Solo movie” should really be a character’s backstory. This is why I don’t like D&D, or at least the D&D presumption of starting at level 1. It leaves no room for characters to have an interesting history if they’re basically at the level where the average house-cat is a threat. If I run D&D, I start people off at somewhere around level 5 - 10. Give them enough ability that they can actually have done some interesting things already. Get the solo movie out of the way before the game even starts.

          • XM34@feddit.org
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            4 months ago

            It might be your least favorite part of DnD, but there are plenty of people (myself included) who enjoy meeting a new group of characters and finding out about their particular ticks and specialties.

            • I learn about the characters, myself included, throughout the campaign through their actions. Otherwise session one is like that time I asked a coworker about one of his tattoos and had to hear about his sister’s murder. That’s more of a session two+ thing to me.

              • Crankenstein@lemmy.world
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                4 months ago

                For me, the tired trope of “strangers meet in a tavern” approach is the inevitable round of introductions that feels like that time at the start of school when everyone had to stand up to say their name and one interesting fact about them. It’s just awkward and everyone wants it to be over quickly.

                Much better to just create characters together in session 0. Everyone already knows each other, their motivations, prior relationships established, etc… and just begin the campaign as if everyone is already on mission.

                • Zagorath@aussie.zone
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                  4 months ago

                  There are options besides “strangers meet in a tavern and awkwardly introduce themselves” and pre-made perfectly-tailored party. I’m a fan of starting in media res, with the characters all in a location for their own reasons, when shit happens that forces them to act as a group. I’ve just recently started the video game Baldur’s Gate 3, and it’s not a bad example of what I mean.

            • Voroxpete@sh.itjust.works
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              4 months ago

              The friction of people rubbing off of each other for the first time creates so many wonderful opportunities for storytelling, and forming bonds naturally through play, instead of prescribing them in a clinical session 0 context, tends to make the players much more invested in those bonds, in my experience.

    • LandedGentry@lemmy.zip
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      4 months ago

      Or third option: the person is operating independent of Table expectations or their character. Some folks just don’t get it and frankly I wonder why they want to play the game. It’s incredibly rare, but I have seen it.

      You don’t have to put on a voice in a costume and write 20 pages of lore, but if you’re going to play at my table, I expect you to remain in character unless you have a question for me more or less. I expect you to take it seriously and use basic social etiquette. I’ve never played with somebody who was incapable of realizing that they are not being fun/funny, or considerate. They just get main character syndrome and stop listening to people for some reason.

      It’s all about listening. If you’re capable of being at a table with a few people in life, then you’re capable of playing D&D!

  • Buddahriffic@lemmy.world
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    4 months ago

    I did this in the very first RPG I played. It was Star Wars and I was playing a smuggler (who thus had a ship). Obviously the GM intended my ship to be used to move the party around. Well, the jedi PC shows up wanting to board my ship as I’m getting ready to leave. I don’t know this guy so obviously the first thing my character would do would be to say that and then turn the turrets on when this strange jedi tried to insist on joining me, followed by promptly flying off so he ended up needing to find another way to our adventure.

    No idea why I was like that. The player was pretty much my best friend at the school, too, so it wasn’t anything personal against him. I think I was just trying to hard to do what “my character would realistically do” instead of just playing a game.

      • Buddahriffic@lemmy.world
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        4 months ago

        That would have been more cool than whatever unmemorable shit actually happened in that campaign. Only other thing I remember is the GM offering me 3 capital ships if I bought him lunch one day and then promptly destroying two of them that same session, which I actually appreciate in hindsight because it contributed to seeing pay to win games as a waste of time and money. Either the shit “bought” in game can be lost that easily or it just breaks the game into a “just give me money and you, uh, win! That’s the whole game!”

    • Voroxpete@sh.itjust.works
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      4 months ago

      Obviously, I’m probably missing some context here, but reading the way you’ve described this, I don’t think you were at fault here. If the GM’s decision really was to fold that character into the group by just having them stroll up to a smuggler’s ship like “Yo, I’m the jedi, let me in,” that was an incredibly fucking stupid way to handle that character introduction.

      If that happened in an actual Star Wars movie or TV show there would be a million youtube videos ripping on how stupid that scene was. Forget “Paranoid smuggler trying to evade the law”, basically anyone working against the empire should have been suspicious as fuck there. That’s not a jedi, that’s an imperial spy, or worse, a sith lord.

      Yes, players owe to each other to try to move the story forward in a collaborative way, but the GM also owes it to the players to never demand that their characters act like complete and total morons for the sake of the story. There should have been some kind of framework there for why this group of people would trust this random-ass dude wandering into the docking bay. A message sent ahead by their contact in the resistance saying “This guy is gonna help you out, you can trust him,” something like that. Not just “Yo, I’m a party member, lemme in.” Real life doesn’t work like that, and when games try to work like that it just makes everything feel stupid and pointless, because it’s so obvious that none of it is real or meaningful.

      • Crankenstein@lemmy.world
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        4 months ago

        Why is it always a jump to “Overly Paranoid to the point of seeing everything moving as a spook” instead of just “reasonably cautious but otherwise still level headed”?

        If the GM’s decision really was to fold that character into the group by just having them stroll up to a smuggler’s ship like “Yo, I’m the jedi, let me in,” that was an incredibly fucking stupid way to handle that character introduction.

        Do you forget that this is almost literally what Obi Wan and Luke did to recruit Han and Chewie? Ya know, the famous Smuggler pair? They just walked up to the pair in a bar and had a polite discussion about requesting some discreet passage aboard Han’s ship.

        Last I checked, no one bitches about that part of A New Hope.

        • Voroxpete@sh.itjust.works
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          4 months ago

          No, Obi Wan and Luke found Han through contacts Obi Wan had at Mos Eisley having lived on Tatooine for years and gone to the trouble of maintaining underworld connections knowing he was on the run from the authorities, and they didn’t just rock up and say “Yo, we’re buds now,” they employed Han and Chewie to smuggle them somewhere, that being the job of a pair of smugglers.

          • 5too@lemmy.world
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            4 months ago

            He also offered him a ton of money!

            “Ten thousand. All in advance.”

            “Ten thousand! We could buy our own ship for that!”

            “We can give you two thousand now… and fifteen when we reach Alderaan.”

  • southsamurai@sh.itjust.works
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    4 months ago

    Ngl, this has never been a problem for multiple sessions for me. As a player or DM.

    As a player, I show up willing to play characters that will work with a group, even if they don’t trust them. Trust isn’t necessary to work together.

    As a DM I remind all players of that fact before they roll one up. If they don’t have an idea on how their character would manage that, I’ll give them ideas.

    Yeah, you’ll run into players that just don’t get that not every character has to have the same motivation to work with others, or just refuse to play different characters (instead, they try to play the same character with different names). But those are rare. And, so far, I’ve yet to run into a player that wouldn’t take the “look, you don’t have to keep playing with us, but give it a try my way and see how it goes, yeah?” talk and give it a fair try.

    I’ve also never had a player quit because of the game not being engaging and fun.

    • Archpawn@lemmy.world
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      4 months ago

      (instead, they try to play the same character with different names).

      I’m imagining every session they play a new character who meets the party and decides not to join them.

    • ameancow@lemmy.world
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      4 months ago

      None of the kids you’re talking to on this site have friends, much less play actual D&D, they probably just read the manuals and imagine running campaigns based on how they interact with other loners online.

      As a game, it’s a purely social experience that even the rules are far less important than the narratives and shared storytelling experience, most adults know this and it’s why they play these kinds of games, not to “win” or be some champion of self-expression.

      I am ranting about it because there is a wild disconnect between the kinds of people who use sites like this and reality. I don’t think a lot of people who comment about things online have healthy, balanced lives. I mean, I know I don’t, but I also know that many others have totally different kinds of issues that pulls them into the comment sections of sites like Lemmy or Reddit.

    • InputZero@lemmy.world
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      4 months ago

      look, you don’t have to keep playing with us, but give it a try my way and see how it goes, yeah?

      I’ve heard of players refusing to adjust their play to meet the party where they’re at but I’ve never seen it happen. I’ve played with a player who did that intentionally, but their in real life stated goal was to ruin the game and ensure no one else had any fun. I don’t play with that person anymore.

  • PunnySN@piefed.social
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    4 months ago

    Gotta build those connections and relationships into the party during session zero. I like to model mine after the game fiasco where players are linked by relationships, locations, objects or needs. For DnD I think the dragon slayer classic playset works best, you can find it under the downloads section

  • ideonek@piefed.social
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    4 months ago

    Compleatly understandable. Roll three d20… unfortunelty, your character died from sevear case of buzz kill. Go ahead an roll out n new one that is exactly like this one but more trusty toward people exactly like those in the party.

      • sirblastalot@ttrpg.network
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        4 months ago

        Mac and cheese for dinner is lame and lazy too, but also fucking delicious. TTRPGS are something your friends put together for you out of love, not necessarily some clinically perfect professional product. And to extend the metaphor, if you go to a dinner party and start bitching about your friend not plating the food like a Michelin star place, you’re an asshole.

        • I agree with both. It is lazy, yes. But it is also meant to be fun, and Shadowrun is a particularly goofy game (cyberpunk, with fantasy creatures, ghosts, gods, and magic? How can you take it seriously?) so being a super solid story isn’t extremely important. It’s also literally the first suggestion in the rulebook for getting players to cooperate. 🤣

    • Ada@piefed.blahaj.zone
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      4 months ago

      That’s not common in Shadowrun… 30+ years playing and running that game, and I’ve never encountered it!

      • RebekahWSD@lemmy.world
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        4 months ago

        I’ve seen it once…it was used against a single player because he refused to play anything but loners who backstabbed immediately and it was mostly used to piss him off enough he quit the group.

        He should have just been kicked out, sure. I think the dm just hated doing that which was cowardly. Buuut he was gone and that game was much more enjoyable!

  • treedazzle@lemmynsfw.com
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    4 months ago

    DM: As you walk away, you feel a slight tingle in the air before a flash as bright as a thousand suns blinds you for an instant before… nothing. A bolt of lightning has vaporized your body. Miraculously, nobody else in the vicinity seems to have been harmed in any way nor even do they seem to have noticed what just happened, including the fact that you just disappeared. It’s as if the Gods themselves, for no particular reason, have arbitrarily decided to smite you out of existence entirely.

    Ready to roll a new character?

    • Crankenstein@lemmy.world
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      4 months ago

      DM: “Alright, so your character walks off after refusing to go along with the group. Okay. Well, guess you can pack up and we will see you next session. I don’t have anything planned other than what the group is doing, so, guess you won’t be playing today. Bye.”

      Make it sting. Refuse to let them roll a new character and have them do the walk of shame. They made their choice So they can deal with the consequences of them.

  • Cataphract@lemmy.ml
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    4 months ago

    back around late 90’s early 00’s I was pretty lucky to have a group of friends that all just hung around together. Talking like 8 or more of us and it always wound up that 3 of us would have a place together out in the sticks (it changed locations/roommates from year to year but we had a good long 5+ years of everyone being consistently together). We ended up playing basically any tabletop we could get our hands on or pirate (napster/limewire back then) and print off (we still ended up spending 100’s a piece though on dice and official releases), we even ended up starting to make our own games that I still think about doing something with to this day. (all just context for how we could pull off some of what I’m about to say)

    Getting EVERYONE together was rather difficult at times, people would come into stories and be quickly rotated out if they had to work or weren’t available when we were wanting to continue running a story-line (multiple different DM’s and storylines from different games going on in concert, still can’t fathom how that all worked out looking back). So we all got pretty used to being fluid about it and no one really had any FOMO unless their character was low-level versus everyone else.

    At that point it became apparent on my storyline that I was going to have to catch some people up so we started doing 1-on-1 DMing where I would spend a few hours running someone basically on a solo mission that I could tie into the rest of the story and give them something to catch up to everyone else. Sometimes we would do it before a bigger session and people showing up early could sit in or do cameo appearances to help out/etc. People are a lot more comfortable to ask questions and be involved with the story that way and translates well to the group play.

    It ended up being a huge success and had some of my favorite interactions. Sometimes we would have a bunch of people over and some wanted to play and some wanted to listen to music and party so it just always felt natural and those involved really wanted to be there for it.

  • rumba@lemmy.zip
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    4 months ago

    Your character purchased and ate bad fish the night before, and you have uncontrollable gas, which quickly turns to greasy, putrid diarrhea. As the pub bouncer tosses you out the door for smelling like raw sewage, a micrometeorite hits you in the eye and lodges itself into your brain, disrupting your medula. As you lay there struggling to breate, you shake yourself awake. It would seem you fell asleep at the table and had an awful dream.

    Sorry, what were you saying about not wanting to stick around?

  • Lovable Sidekick@lemmy.world
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    4 months ago

    Everybody plays RPGs differently, but it’s funny how some people don’t get the term “roleplaying” and are constantly, relentlessly playing their real selves in the game. So you get barbarians with the sensibilities of software developers.

    • Shard@lemmy.world
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      4 months ago

      It’s natural that we gravitate towards familiarity.

      Case in point, how some actors always seem to play the same character, no matter which movie they’re in.

      • Lovable Sidekick@lemmy.world
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        4 months ago

        Yeah that’s a good parallel. Lately I’ve been watching Kaitlin Olson’s show High Potential. Even though she’s playing a super-smart crime solver, to me it’s the same character she played in It’s Always Sunny and The Mick. Not that there’s anything wrong with that lol.

    • chatokun@lemmy.dbzer0.com
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      4 months ago

      I’m new to my party and roleplaying in general (though I’ve consumed it as entertainment) and I’m having a slightly different issue. My character was intentionally designed to be a bit naive to match me as a player, and doesn’t have high skills in any int based stuff (at least for now) and instead has medical, nature, survival, etc.

      A lot of puzzles or traps etc I can as a player try to reason through, but my character shouldn’t be able to sus out, and I feel torn between playing the character as it should be or adding ideas to solve stuff so we aren’t just sitting there twiddling our thumbs for ideas.

      • Auth@lemmy.world
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        4 months ago

        Maybe your char bumbles around the room doing goofy things instead of working hard and logically to crack the puzzle and the dm can make your bumbling uncover extra clues that advance the plot.

        • Crankenstein@lemmy.world
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          4 months ago

          This right here is what makes it roleplaying.

          You as the player know what to do to move the story forward. Just need to figure out how the character you built would go from Point A to Point B, then roleplay doing it, even if it means they bumble their way through it like a clown.

          Let the DM worry about what skills you need, if you even need them at all; the only thing the player has to do is describe their actions and their intentions.

          A good DM will make sure you fail forward.

      • Lovable Sidekick@lemmy.world
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        4 months ago

        Sometimes it’s hard to distinguish between factual knowledge and just cleverness. There’s no reason a bumpkin fresh off the farm can’t be curious about what makes something tick, so they look under it or break it open - and whaddya know, they find a hidden thing. It’s really up to the DM to say no, your character wouldn’t know to do that. The intelligence you show when you figure out a puzzle or a trap could make total sense as the same spark that made the naive character want to leave the farm and explore the big wide world.

    • Crankenstein@lemmy.world
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      4 months ago

      Like for beginners just learning that’s fine.

      But the amount of players I’ve DM’d for who always play the exact same character that is just “idealistic version of self” with different coats of paint is way too damn high.

      Forget that for average people it is incredibly difficult to put themselves into the perspective of others, much less hold a continuous train of logic based on that perspective, which is what roleplaying is all about.

      • discostjohn@programming.dev
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        4 months ago

        I don’t know. One time I joined a game, and I had plenty of reasons to join the party, but the DM started RPing a really rude character, and it’s like his method of getting me to join the party was to be a huge asshole to me? I just didn’t pick up on it, and when I finally gave my character an ass-pull reason to join (that I could do some good if I tagged along) the DM was like “jeez, finally” and it sucked.

        Like, if I’m playing a level 1 wizard, and the DM tells me I’m gonna die if I enter the conflict, it’s not really my backstory’s fault that I don’t jump into the fray. Sometimes you’re dealing with an inexperienced DM that expects you to metagame your way into the party. I genuinely thought he was on the verge of giving me the opportunity to convince the party to run away from the dragon, not stay and fight it.

  • Endymion_Mallorn@kbin.melroy.org
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    4 months ago

    There’s a few ways I have approached this as a GM. I’ll go from least to most effective (and, I feel, mature).

    The first is to put a shared enemy in front of the party, so that even if the characters do split up, they’re working towards the same goal. The character who has “no reason” to trust the party also has reason to recognize the effectiveness of sticking with allies in a world full of enemies. If the player wants them to go off on their own, fine, but as GM, the game stays with the party - oh, and have the player who left roll on a random injury table because they were outnumbered.

    Second is to invoke the “Wolverine Approach”. Wolverine in Marvel Comics always goes on and on about not being a team player, being a bad person, being a loner, etc. - and he certainly has had his fair share of solo adventures. At the same time, there was at least one month where nearly every major Marvel title had Wolverine in it - Avengers, West Coast Avengers, X-Men, the Defenders, Spider-Man, Marvel Team-Up, Alpha Flight, etc… And because it was in the era where She-Hulk was part of the F4, he had a cameo there because of the WCA. Wolverine might claim to not be a team player, and he might be a pain in the rear end, but he’s always there if there’s a villain to be thwarted or a fight to be had. You have a right to have your character complain. Just stick in or near the party. I don’t care if you sleep in a different hotel or a separate camp. Be there in the important scenes.

    Third, “Take it or leave it”. I’m not ashamed of myself for this one - I have told people, this is the game we’re playing. if you want to play this game, I want to have you. If you don’t want to play what we’re playing under the terms we’re all in agreement on, there’s the door, don’t let it hit you on the way out. It’s effective, but I don’t think it’s the most mature method in my arsenal because of the all-or-nothing nature.

    Fourth is an open and frank discussion. Explain that the concept of the game is cooperative. Make sure you get buyin from everyone, not just the loner. Express the expectation I have of both players and characters for the game in play. Paranoia, for instance, has a very different set of expectations and goals than Shadowrun or Spirit of the Century / Dresden / Fate. I have GMed for a loner character in a Fate game who never showed up with the other players, but because the system is so narratively driven, they were helpful by setting up Aspects with free tags because the character could realistically be “doing his own thing” and still contribute. So I’ve learned to be open and clear with my goals and intentions. I don’t care if your character is going to be a pain - I care whether or not you as a player will contribute positively to everyone’s experience in a fair way.

    The more we are clear about goals and intentions, and the more we can apply nuance and understanding to the situation, the better our games will be.