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<blockquote data-quote="UnDfind" data-source="post: 67961" data-attributes="member: 2744"><p><strong>Player/DM clashes</strong></p><p></p><p>Most everybody has at least one player that's more focused on the acquisition of wealth then the playing of the game, or even his character. Those guys don't mean that you're a bad DM, or that they're bad players. All it means is that you have to figure out a way to have fun. Here's a few options I've found to work:</p><p></p><p>1) Make them defend their wealth. If they have a bunch of booty, they have to put it somewhere. You can't carry around all that gold and magical junk on you all the time. Have the place where it's stored come under siege, or even have their stuff stolen so they have to track it down.</p><p></p><p>2) World shattering plotline. Kinda cheesy, but if you put the players in the central roles of an event that may very well destroy everything if they don't put a stop to it, then they have the option of sitting around with their gold waiting for the world to end, or put a stop tro whatever's going on.</p><p></p><p>3) The Quest is the Quest. This is the out-of-game answer to this kind of problem. My players and I usually have a sort of mindset that, for the betterment of the game, the adventure is there to be played. And in the spirit of the game, players should do their best to find reasons for their characters to be attracted to it. This works very well, despite all the people out there who say "well MY character won't do that 'cause..." </p><p>Of course I try to come up with adventure ideas that appeal to the players, but sometimes one player out of the bunch might think that his character wouldn't really go for it. If he simply finds a reason, then everyone can just move on and enjoy. Of course if the player finds the adventure too out of whack for his character to go for, you can always find some way to help him feel better about it (yes, the promise of gold usually works for characters like that). But if the group can be primed to go for the whole "have fun and play the game" thing, arguments like this become more petty.</p><p></p><p>I dunno, that's just how my group has worked these problems in the past.</p></blockquote><p></p>
[QUOTE="UnDfind, post: 67961, member: 2744"] [b]Player/DM clashes[/b] Most everybody has at least one player that's more focused on the acquisition of wealth then the playing of the game, or even his character. Those guys don't mean that you're a bad DM, or that they're bad players. All it means is that you have to figure out a way to have fun. Here's a few options I've found to work: 1) Make them defend their wealth. If they have a bunch of booty, they have to put it somewhere. You can't carry around all that gold and magical junk on you all the time. Have the place where it's stored come under siege, or even have their stuff stolen so they have to track it down. 2) World shattering plotline. Kinda cheesy, but if you put the players in the central roles of an event that may very well destroy everything if they don't put a stop to it, then they have the option of sitting around with their gold waiting for the world to end, or put a stop tro whatever's going on. 3) The Quest is the Quest. This is the out-of-game answer to this kind of problem. My players and I usually have a sort of mindset that, for the betterment of the game, the adventure is there to be played. And in the spirit of the game, players should do their best to find reasons for their characters to be attracted to it. This works very well, despite all the people out there who say "well MY character won't do that 'cause..." Of course I try to come up with adventure ideas that appeal to the players, but sometimes one player out of the bunch might think that his character wouldn't really go for it. If he simply finds a reason, then everyone can just move on and enjoy. Of course if the player finds the adventure too out of whack for his character to go for, you can always find some way to help him feel better about it (yes, the promise of gold usually works for characters like that). But if the group can be primed to go for the whole "have fun and play the game" thing, arguments like this become more petty. I dunno, that's just how my group has worked these problems in the past. [/QUOTE]
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