| Post/Author/DateTime | Post |
|---|---|
| Robert rath11-03-03, 07:13 AM | Okay, I have some players in my group and they are all very set in their ways when it comes to character creation and also the way they play the game. Player 1: Likes 1/2 Ogre (or some other tank) barbarians and then works toward Frenzied Berserker, he get upset when we don't fight something every 20 minutes and he doesn't really like to roll play. Player 2: Likes any tricky characters (Pixies, Brownies ect...) he like to run around and power game by picking pockets and stealing anything he can. He will role play when he has to. Player 3: Likes Only two-weapon fighters and fights anyone he can just to gain experience. I'm afraid to take my players to taverns because he always picks fights and he ends up with more XP than everyone else. Player 4: Is like the outcast because he really likes to play his character, but get upset because everyone else pushes him to hurry up or to stop talking and just go fight. He is by far the best role player and I enjoy his characters, but the others make it miserable for him. I'm not sure what to do, I want to keep them all together, but they are all so different and I can't please them all. Let me know what you think Thanks |
| AramTheDM11-03-03, 07:39 AM | Just force them. It sounds crazy, without doubt, but try it. Simply hand them characters, and tell them to play the personality as written. You'd be surprised how often this brings out the roleplayer in people. Other options would be to let the game world respond realistically to what they do. Let the world react to their vile ways. The berserker is uncontrollable in social situations, so how can he buy or sell stuff, much less negotiate about price or anything else? The pixie-sneak dude WILL eventually encounter someone who sees what he's about, and that someone will open a large can of whupass. :headexplo The two-weapon fighter will encounter his match, and a little bit more, eventually. Give him an opponent he cannot handle, show him the error of his ways. :smirk: Remember, make your world realistic. (for fantasy anyway) The inhabitants of your world have seen magic before. They've also seen adventurers, both heroic and not-so heroic. There's nothing wrong with neutral or even evil PC's, but you sound like you don't like your players actions ingame. So take action. Send paladin kill-teams. Gold Dragons. Badass bounty hunters. Whatever. You're not supposed to kill in bar fights or steal from people cool enough to posess magic items, so make them pay. On the other hand, you could simply have a nice long talk with all your players together, ask them what they'd like, and tell them what you'd like. Which is a good idea, but if it has no effect, see above. :D Take your pick |
| aldymnor11-03-03, 09:08 AM | Though my suggestion more or less stems off the last one, I'm basically going to say it's best that they have to go through a really really tight situation together. One time I forced a munchkin and a plagiarist into a really bad situation together with their characters. Not only did they surprise me with their combined efforts, but I was overtly impressed with how much they had both let their characters grow. The more tension and worry you can build, the better. It really worked for them. |
| dafrca11-03-03, 09:45 AM | Just to add a little to what the others have already said. I think you need to stop giving individual XP. This is not a video game. If player 3 kills some stuff then the whole group gets the XP. Review how you allowed character creation. Did you give them too much to start? If you did, create new characters and use a lower point buy so no "lucky rollers". My last suggestion is to take player aside and offer them some "extra RPG time" by doing some side Role Playing through email or a yahoo group. You and him spend some time adding depth to the situations and player 4 will get what they need and will re-engage the game. Good Luck dafrca |