Changing things on the run for inexperienced (or stupid) PCs [Archive] - Wizards Community

Post/Author/DateTimePost
mastroyo

08-06-05, 02:02 AM
I'm usually very good at changing things when my players don't get the mail plot hook or idea, I even avoid the strange situations where they expect you to tell them whats wrong...(i know...), but what if a group (mine) doesn't have the RP ability, nor the interest in hack'n'slash, and they keep getting stuck in the same stupid tricks I put them agains and keep wanting me to tell them everything?
Some advice?
Drausktanchache

08-06-05, 02:16 AM
a few tips:

1.Don't tell them and let them fail...

2. if they do not succed remember
----Tip: killing someone with poison is a great motivator

3. make each situationg although the same, more lethal...

4. see tip 1
Bartleby_GoC

08-06-05, 02:18 AM
Try different tricks.

If they're experience players that are just stupid, there's not much you can do. If, however, they're newbie players, they will need some reminders about their skills. I've got a mix of newish players and old hands. I regularly ask for sense checks, knowlege and profession checks. I sometimes even have to say something like "Gosh, guys, this would be alot easier if someone here could channel positive energy." [aim stare at cleric] New players don't know the system. Sometimes you need to herd them along. DON'T tell them everything. Just remind them of the abilities they have. You can slowly wean them by handing the obvious encounters and not giving hints. (like sending skeletons and zombies after a cleric) Offer XP bonuses. Reward every bit of creative thinking, if not with XP, gold works too.

If you want to encourage their reading, start pulling tactics on them. Flank them. Trip them. Sunder their weapons. When they ask how you can do that, tell them it's in the book and they need to read it.

If they just seem disinterested, ask them point blank what they want to do. Find out what their goals are, in character and out. What PrCs are they interested in? What equipment do they want? Where do their charachters want to go, do or accomplish? You need to know what the players want so you can weave it into your game.

Now, you DON'T have to change your whole campaign. If Bob wants to seek out a lost family heirloom, give hints that the BBEG either has it or has an important clue. If Ed wants to become a noble, have a lord offer knightship so whoever slays the monster plaguing the locals. Any reasonable IC desire can be woven into an existing plotline.

Anyway, hope that helps. :)

Bartleby
Silver_Fox

08-06-05, 04:18 AM
Learning by doing is the way to go my friend, that's how I've broken in new players.

Flank them, spring attack them, charm their barb, disintigrate their rouge, exploit their weknesses, and in time, they will learn and start doing the same to your NPCs and such, because they need to, to be able to get by them.
You must, however, use enemys with somewhat obvious weaknesses at first, to give the PCs a chance.