[B]Lazy Players[/B] [Archive] - Wizards Community

Post/Author/DateTimePost
Rabid Dire Wolverine

05-28-05, 07:08 PM
Hello! I am new to these boards. I, about half a year ago, got my group of 13-year-old friends addicted to D&D. I am the DM for our 8th-level campaign, and my players are somewhat lacking in... player-ness. One player continuously builds incredibly overpowered characters (example: goliath barbarian using substitution class with monkey-grip feat, and a +1 flaming & shocking greatsword), but the character has no personality (he didn't even bother to give a description).

Another character just reads D&D books while we play, often asking for me to repeat what I just said about the dragon skeleton attacking him. My other two just mess around both in-game and out.

I'm trying to play an in-between style game. Are my campaigns boring? Are they too young? Any suggestions for help?
ehrin

05-28-05, 07:13 PM
First, stick to core only. Nothing else allowed outside PHB, DMG, and MM until they learn to play those well.

Second, you are the DM. Don't allow the +1 flaming/shocking/awe greatswords into the game. If you do, fine, throw the next adventure in a cave with 5 foot ceilings.

Third, no repeats. Get a timer for the action rounds. If a player misses his initiative, tough. Move on. I don't mind my players researching their spells and such, especially if it helps me out, but not to simply read all night.
Rabid Dire Wolverine

05-28-05, 07:21 PM
Thanks. I've been thinking of sticking to core, but I never really got around to it.
Also, next game I thought I'd try the advice for getting players to roleplay from the save my game articles. Has anyone tried these? If so, any thoughts on them?
Flakster

05-28-05, 09:01 PM
You have to put your characters into situations where they are forced to roleplay. And when they get into that situation, you mind have to give them a hint to actually roleplay. I've done it before and it does work to say...

"No, what would your character say to the merchant?"

Replace merchant with who ever you are talking to. I've noticed that as soon as they actually start talking from "their characters point of view" personalities will appear.
Liwmial

05-28-05, 09:53 PM
When I first started playing, I was a TERRIBLE role player. Very self conscious, and afraid to really have fun with it. My DM at the time came up with a very creative solution.

As my party was wandering about looking for crap to kill, he placed us into a canyon, which suddenyl became surrounded by bandits. Instead of slaughteringus outright, their leader asked us why we should live.

My friend answered first, out of character, and was promptly struck down with a hail of arrows. I went next, and did only slightly better; but was struck down as well. The third and final player took the hint, role played some real butt kissing to the bandit leader, and lived through the encounter.

So stick your guys in the canyon, let the bandits out, and see if they can talk their way of it.
LadyCreator

05-28-05, 11:04 PM
I give roleplay XP. If they make an effort and do a significant bunch of stuff in character, I award 25xtheir level. If they do a really good job, they get 50xtheir level. I also provide bonuses to skill checks if they roleplay the skill well (ie, a good lie gets a bonus to Bluff when they make the check for that situation). I also give experience for appropriately playing the INT, WIS, and CHA, since those are trickier to do and have fewer mechanics associated with them. That helps roleplay a great deal.

When I was very young and my group was younger, I went the more drastic route of taking *everything* said in-character. One character nearly got put away in an asylum because the NPCs could "hear" the table-talk. That worked, they stayed in character, but it's not an ideal solution.
siege72

05-29-05, 01:45 AM
One player continuously builds incredibly overpowered characters (example: goliath barbarian using substitution class with monkey-grip feat, and a +1 flaming & shocking greatsword), but the character has no personality (he didn't even bother to give a description).

Another character just reads D&D books while we play, often asking for me to repeat what I just said about the dragon skeleton attacking him. My other two just mess around both in-game and out.

I'm trying to play an in-between style game. Are my campaigns boring? Are they too young? Any suggestions for help?
For the lack of personality, require a written background. Any character that doesn't have one that's satisfactory to you takes whatever penalty you find pleasing (starting a much lower level, doesn't get as much starting gold, etc). My players hated having to do backgrounds at first, but really get into it now.

I had the problem with people reading books at the table too. Players are no longer allowed to reference books without the DM's permission. Yes, it's harsh, but I've had players who'd literally ignore the game when it wasn't their turn.

As to the two who are messing around... you might need to talk to the privately. If it doesn't help, letting them go may be the only viable option.
Palin the Wizard

05-29-05, 02:13 AM
At 13 years of age, it's a bit much to require pure roleplaying.

Sure, you should encourage it, but it's difficult to get 13 year olds to try (even if they want to, it's not easy).

Find out what motivates your players. What do they prefer to play? If they would rather just fight and ignore the social talk, toughen it out and let them. You can't force players to do what they don't want to.

They'll mature eventually.
Arrowhen

05-29-05, 03:07 AM
Thanks. I've been thinking of sticking to core, but I never really got around to it.
I thought you said they were the lazy ones. ;)