Annoooying [Archive] - Wizards Community

Post/Author/DateTimePost
DyingHopes

12-01-06, 02:49 PM
Hi there...
I have this so amused players in my party, who are getting so annoying from time to time. Fun and jokes are cool, but I have made this scary creepy adventure in ghost town, with crepy music and so.
So...
How do you keep your players serious in this kind of moments?
Do you have any strict and punishing house-rules? And basically which way do you prefer? The way of strict boss or a friendly buddy.
PenderGrass

12-01-06, 03:12 PM
"You can lead a player to a game, but you can't make him role-play."

Try asking them if they really want to play the game you designed. If not, then ask them what type of game they want. If they want a South Park version of your game, then give it to them.

:dragon:
****
memberZ

12-01-06, 03:59 PM
Pendergrass is right.
We are currently running a south park game sorta. The idea sprang from Cartman playing Dog the Hall Monitor, brah!

If you do wish to keep your adventure running you need to keep talking and keep them rivited. Bring up pseudo attacks to get them to quite up and use skills or buffs (you hear a tree crack and topple over in the distance a second later you here a deep voice go D'oh) it need not lead to an attack from a giant but it will keep them guessing and more apt to listen. I like to use the 'you were talking so much in character that you didn't notice the spike sticking out of the ground that you just stepped on for 1 point of damage' method. If they continue then can expect being ambushed by ettins that are argueing as they were to loud to hear the ettins.
Thubby

12-01-06, 07:28 PM
just tell them "hey guys, could we keep this serious"
most people will be ok with it, all you have to do is let them know you're doing a serious/scarey campaigne.
if they insist on joking, then their not interested in the campaign, do something else. maybe theyll be in a more creapy campaigne mood some other time
"ALL HAIL THE BACKBURNER, KEEPER OF ALL STUFF!"
TheWerg

12-01-06, 08:55 PM
"You can lead a player to a game, but you can't make him role-play."

Try asking them if they really want to play the game you designed. If not, then ask them what type of game they want. If they want a South Park version of your game, then give it to them.

:dragon:
****
Don't listen to this. As DM, you're responsible for the fun of everyone, including yourself. If this isn't the game you're seeking, don't do it. You're not supposed to be at the players' beck and call, giving them whatever they want. The key word is compromise. If they really want it to not be serious and just joke around all the time, throw in jokes and have some fun, but don't move too far away from what you want to do. Mix in humor and seriousness. You never know: They might have never tried a serious game; they might end up loving it if you can get them to accept it.
PenderGrass

12-01-06, 09:17 PM
Don't listen to this.
I never uploaded any sound.

:confused:

Seriously, it doesn't matter what the DM wants - if your players are unwilling to play in your game you don't have a game to DM.

Attempts to appeal them to what you want may or may not go bad. Compromised games of some of what they are looking for and what you want may be better.

No matter which way you slice it - it is a bad idea to start slamming down the "law" without speaking to the group first. It is supposed to be a group, right?

:dragon:
****
TheWerg

12-01-06, 09:27 PM
I never uploaded any sound.

:confused:
Ha. Ha. Ha. Yes, quite hilarious. :clap:

Seriously, it doesn't matter what the DM wants - if your players are unwilling to play in your game you don't have a game to DM.
I can't help but disagree. Firstly, I've found that there are usually more players available than there are DMs- they'll probably have more trouble finding a group than you. Second, why DM a game you don't like? It seems like the OP wouldn't like a "South Park" game, so why recommend it?

Attempts to appeal them to what you want may or may not go bad. Compromised games of some of what they are looking for and what you want may be better.

No matter which way you slice it - it is a bad idea to start slamming down the "law" without speaking to the group first. It is supposed to be a group, right?
Here's the part I agree with. Try a game with compromises first, and talk to them before you make any drastic changes.
DyingHopes

12-02-06, 09:45 AM
Thanks to you all
High Octane

12-02-06, 01:43 PM
DMs have the same right to fun as any player.

No more, no less.
PenderGrass

12-04-06, 01:08 AM
Second, why DM a game you don't like? It seems like the OP wouldn't like a "South Park" game, so why recommend it?
As an example.

If you prefer Family Guy, 3 Stooges or Woody Allen-esque types of comedy, go for that instead.

The obvious reason for recommending something different is to illustrate that mayhaps the players in the group are unhappy with what is there. Offer something different - of course, something that interests you as a DM as well. If you can't find any common ground between player and DM you may want to face facts that it ain't gonna work for you.

Doubtful that it could happen as most gamers have some sort of commonality at one level or another. Find that common ground and build your game there.

Usually, in life as well as behind the DM screen, if you become too unwilling to adjust, adapt and overcome - you will perish.

:dragon:
****
CryoSilver

12-04-06, 01:57 AM
You can't run a horror game without mutual consent on both your and your players' parts.

Horror requires a serious mindset. I suggest you institute the following rules (which I use when running horror):

1: No OOC talk except for what's really necessary (I have to use the head, etc)
2: No food at the table (we eat dinner first)
3: No sugary/caffienated drinks (we drinks scotch and ginger ale, mostly)
4: Keep a clear table: books are closed except when referenced
5: Cell phones off unless absolutely necessary, in which case they are set to vibrate


It helps set the tone. Also, use lighting to your advantage. Don't use an area lamp. Use a bright directional lamp. Set it at waist height and shine it across the table; it casts harsh shadows and emphasizes the mood.
RobbyPants

12-04-06, 08:44 AM
Do you have any strict and punishing house-rules? And basically which way do you prefer? The way of strict boss or a friendly buddy.
I would recommend against the punishment approach. While this is your game and you're in charge, you shouldn't ever "punish" the players.

Doing so tends to undermine them, and may cause resentment. Now, there's nothing wrong with "punishing" bad in-game behavior with realistic in-game consequences, but that's different from punishing out-of-game behaviour with in-game consequences.

Your best bet is to try and hint at what you'd like (by staying serious yourself), and if that doesn't work, then just talk to them about it straight forward (but calmly). It may seem confrontational, but in the long run, they'll appreiciate how maturely you handled it, and if they're willing to play seriously, they will.