Rewarding Proactive Play

The_Gneech

Explorer
I have looked into various "Lazy DM" and sandbox-style threads, including the one suggested, and I'm eager to adopt that style, or at least what parts of it I can. It certainly seems like a way to reduce the possibility of burnout!

The good news is, with switching to the 5E Starter Set and beginning a new game, combined with the discussions I've had with the players, is having a positive effect. They're still following one obvious plot-hook monomanically and ignoring the rest (i.e., rescuing Gundren Rockseeker), but it is at least a plot they're following of their own accord rather than having me assign it to them, and I'll take that for a start. :)

-The Gneech :cool:
 

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Piratecat

Sesquipedalian
I rely heavily on positive conditioning, especially when gaming. Basically, you're clicker-training (see Karen Pryor's "Don't Shoot the Dog") your players. Have you considered this approach? For instance, we use hero points in our superhero games to reward the kind of behavior we want to see more of, and the result is a glorious 4 hours of hilarity and Golden Age heroism.
 

Morrus

Well, that was fun
Staff member
I rely heavily on positive conditioning, especially when gaming. Basically, you're clicker-training (see Karen Pryor's "Don't Shoot the Dog") your players. Have you considered this approach? For instance, we use hero points in our superhero games to reward the kind of behavior we want to see more of, and the result is a glorious 4 hours of hilarity and Golden Age heroism.

So what you're saying is that you should treat your players like puppies?
 


Janx

Hero
Bluntly, sure! Feed regularly, reward great behavior, ignore bad behavior, set them up to win.

I assume, it is still possible to snatch failure from the Jaws of Success? Presumably by playing really dumb/badly?

Though it's a bit of negative conditioning, I'd be inclined to think that if there are 3 plot hooks and the player chooses to do absolutely nothing (as in ignores all 3 AND doesn't pursue their own thing) that one of those plot hooks should fail because no NPC adventurer took them up.

I would posit, that in the 3 hook situation, if the players take up one of them, NPC parties take care of the other two. So you never penalize the party for making a choice in these cases. Do penalize the party for failing to take any kind of action.

I'd be inclined to wipe out half a city (where the player's house is) if they truly sit in the bar all day for a gaming session.
 

Piratecat

Sesquipedalian
Janx, I'd do the same. Choices have consequences, but you don't want to encourage analysis paralysis. You DO want to discourage non-action. I like the idea of consequences in that case.

Stupid question, Gneech. Have you guys had a group meeting where you say, for the love of all that is holy, this is driving me nuts?
 

The_Gneech

Explorer
Stupid question, Gneech. Have you guys had a group meeting where you say, for the love of all that is holy, this is driving me nuts?

It wasn't as formal as that, but I did have one-on-one discussions with the players who I thought likely to be influenced by such a thing, and I think it's helped. Here's the context:

  • Player One: Loves gaming more than life itself. Likes to bounce around like a pinball breaking things and get a lot of attention. Would be a good party leader, except totally fixated on self. Dream character is "rogue who could get away with anything including murder because he's gosh darn likeable" (except freezes up when asked "So what do you say to the NPC?"), but failing that will take whatever enable him to do huge piles of damage. Proactive, yes, but not a team player.
  • Player Two: Super-shy, flinchy, fearful of everything. Absolutely hates being in the spotlight or being forced to do things like talk to NPCs. When asked what's his character's background, replies, "I don't know, coming up with that is your job." The opposite of proactive, but does still support the group when the chips are down.
  • Player Three: Always wants to play outlier support characters or wacky sidekicks (a gnoll cleric, a kitsune alchemist, a human monk in a tuxedo and bowler hat who's the paladin's butler), but is generally good about making things happen. Very aware of tropes and latches on to them immediately, even if they're not really there. Is willing to lead if required, but prefers to be the right-hand man.
  • Player Four: Is there for the social gathering. Used to enjoy playing rogues because they got to do interesting not-fighty things, but is largely tired of them now, too. Takes whichever is free of rogue or cleric in the party but has no real feelings about it either way. Has also been the leader occasionally (in a SF game was the ship captain), but would also prefer to be support. Or to play Ticket to Ride instead.

So part of the problem is that there's no natural leader (other than me– when the pinball is the DM, I am pretty much always the player who takes initiative). Pinball doesn't like to lead because he wants to be subverting authority, not be the authority. Flinchy will walk away from the table if put into any kind of a leadership position. Oddball can and does lead, but keeps trying to escape from it. Social will lead if put into that position as part of the game's premise, but is a manager IRL and doesn't care for it there, so I don't want to inflict it on her in the context of a game she's only lukewarm on playing to begin with.

In re: the proactivity problem, I spoke to Oddball and Social, who were sympathetic and who really were the ones I was most bothered by their blank stares when I received them before. Pinball's character for the new game is an arrogant "the rest of the party is my staff" type, which actually could work out well. Flinchy is never going to be a mover and shaker, it's just not in his nature, but he's taken the role of party scout in this game, which has the unexpected side-effect of giving him the spotlight fairly often– but only in the role of gathering and reporting intelligence, which doesn't require him to make any decisions and therefore suits him surprisingly well.

The previous game was set in Eberron, particularly Sharn, and I think some of the problem may have been that it was all just too big for them. Pinball's brute rogue wanted to go hang out with the thieves' guild and bust heads, Flinchy's summoner wanted to hide in the undercity and contemplate the multiverse, Oddball's alchemist wanted to pursue her alchemy and craft things, and Social's House Medani perception-specialist scout wanted to do whatever YOU want to do. After a few sessions of trying to get the characters to work together organically (giving them a shared past during the Last War, etc.), I finally gave up and moved to the "Here are the jobs at the Adventurer's Guild, pick one" model, and even that left them unable to make a decision.

In the last session of that game, I had decided "Okay, I'm running Tears at Bitter Manor, they start the adventure talking to the retired adventuring party." And they happily hopped onto the plot railroad and followed it, but I was not enjoying it. Even though I had adventure prep for at least one more session ready to go, when it came to game night, I just didn't want to do it and bowed out two weeks in a row.

Over those two weeks I spoke about it to Social, who said, "It sounds to me like you just really don't want to play that game any more," which was certainly true, but I had no idea what else to try (and I didn't want to just "not game"). So I started looking into the 5E Starter Set and reading up on sandbox gaming models, both successful and not so. Liking what I saw, I started running that, just for something to do.

When the first session of that was done, Oddball was like "Yeah, this was fun, but I have stuff I wanted my Eberron character to do." (My initial reaction to that was "Well why didn't you say that three weeks ago???" but I restrained the outburst. ;) ) I spoke to him privately later to find out what sort of things those had been, but also about the whole being burned out and bummed out by needing to be conductor of the plot train all the time. Although there was no explicit conclusion to that discussion, I think he was making an effort to provide more input in the following session of the Starter Set game. :)

Phew! More than I actually had in mind to post, but it was cathartic to write it down, anyway. ;)

In re: the whole clicker-training thing, I'm going to look into awarding inspiration for such things. Although so far Flinchy has a point of inspiration and hasn't spent it yet...

-The Gneech :cool:
 

Rune

Once A Fool
Speaking of which, I've had tremendous success rewarding players with Paizo's Plot Twist Cards.

Just tell them to use the mechanical effects as inspiration and jump in with something related to the card's theme whenever they want. When in doubt, let them go big; it should be game-changing, after all.
 

Wild Gazebo

Explorer
I've had success a couple of times getting the party to create an organization...or 'group' during character creation instead of individual characters. This eliminated lone wolf and gonzo types unless they truly brought something to the group. The one time that springs to mind was actually for an Eberron game wherein they were a adventuring group for hire with their own home base, budget, stockpile of equipment, investors, and clients. They started at 5th lvl and had a list of magical items they could spend their budget on during character creation for the group (not individuals) and they elected a leader to make binding decisions during conflict. It worked really well. Thought I should mention it.
 

steenan

Adventurer
What I do is gathering players' ideas and building the situation in game around them.

So instead of designing a situation and wondering how to make players interested in it, I take players' input (their characters' goals, motivations, relations, weaknesses) and focus the game on them. Players get what they are interested in, what they put in their characters.

It's much easier to be proactive when one faces a situation they care about.
 

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