| Post/Author/DateTime | Post |
|---|---|
| Azar_of_Faerun01-30-07, 10:23 AM | in both roleplaying and rollplaying. Granted, the only person that can change for the better is the player themselves, but particularly benign and teamwork-oriented players often try to offer suggestions or actions in game to steer them towards greatness. Share some of your general tips, please! :) |
| roninwolf10901-30-07, 10:33 AM | Every once in awhile when I was DMing after the game was done I would ask all of my players what they liked about the game, what they thought I could change, etc. and awarded everybody a few extra XP for the help. Also I would encourage every player to write up a background for their character (nothing too huge, just the front of a piece of paper, more if they wanted) and would award a few bonus XP. I thought this helped the players get more involved in the game. |
| mkill01-30-07, 11:39 AM | in both roleplaying and rollplaying. Granted, the only person that can change for the better is the player themselves, but particularly benign and teamwork-oriented players often try to offer suggestions or actions in game to steer them towards greatness. Share some of your general tips, please! :) I have only one hint: Don't think about meddling with how other people play the game. Just play a good game yourself and lead by example. In the group I'm all players have years of experience, so there's nothing for me to improve on them. And anyway they just game for a relaxed evening off and don't want anybody to rate them. Even if they were newbies, I would be very careful with advice. Nobody wants to be told how to game at the table, so unless they actually ask I wouldn't bring their gaming style up. I remember that a few sessions ago a player came in for a one-shot and criticized that I'm not playing my character at the alignment that's written on the sheet. What's he got to do with it? It's my character. |
| Alex_01-30-07, 11:53 AM | COMMUNICATION Tell everyone you want to know very clearly what you expect if you expect it, what you desire when you desire it, and what concerns you when it concerns you. Afford them the same. I would also encourage simplifying things. Encourage classes that use simpler mechanics for what players want. When designging characters and backgrounds, give basic guidelines and examples. When running campaigns, start things off simpler in terms of rules used, conflicts, and interactions. After they've become or shown themselves to be more familiar with the basics should you move on to more complicated things. |
| kelvinaw27301-30-07, 12:47 PM | Three Rules: 1) Communication - effectively. Always be positive about others, and encourage them, but comminicate what you are looking for. 2) If you are not the DM, talk to the Dm of your plans, get him on board. 3) lead by example. |
| Leo01-30-07, 01:22 PM | Play and let play. Some people play D&D just from the fun of hack and slash, and aren't really worried about having an optimized character. Heck, I've got a friend that started playing some months ago and he only picked half elves and half orcs so far, whitout a single house rule to power them up, never bothered to have a background bigger than a paragraph, and everybody's fine with it. What can I say? Everybody is fine with him. |
| Sterling01-30-07, 03:18 PM | COMMUNICATION Indeed. I found that making sure all the characters get equal time in the spotlight (plotwise) tends to help too. It draws out the quieter people who sometimes just follow along with the more vocal players. |
| Azar_of_Faerun01-30-07, 08:39 PM | Knocked to the second page? DON'T THINK SO! :) |
| Skrillex01-30-07, 08:52 PM | Indeed. I found that making sure all the characters get equal time in the spotlight (plotwise) tends to help too. It draws out the quieter people who sometimes just follow along with the more vocal players. Spotlight, indeed. Our DM makes a campaign that gives each players choices based on their class. Then we are awarded accordingly. |
| Artector01-30-07, 09:06 PM | For roleplaying: I suggest asking small questions. The "Why"s of what their character is doing, why he/she is that way. Have them write a short backstory, then slowly develop it. As they become more in tune with what their characters are let them add to the backstory a bit. Also I suggest incorporating it into the game. Old brothers, certain enemy types, so on... Rollplaying: Don't go overboard. Suggest ceratain feats, show them some combos they can do. Lead by example. This is something that can be almost impossible to instill in some people. Note: Most of this is from a DM's perspective. |