I mean, I guess it's up to them what they find fun? I'm not sure mandatory fun by roleplaying a bath is my cup of tea.How do you try and encourage players to play like "real" people, who just want a bath after a sewer expedition or are willing to throw away half their earnings to impress the bartender? How do you convince players that emulating reality in this way not only enhances the game but makes it more fun for them? Or do you? Do you care if players engage in behavioral realism? Or maybe you don't experience the problem and you play with people, or are such a person, that inherently does these things.
Thanks.
The highest levels of behavioural realism I've experienced were in rpgs where the players played themselves (albeit with superhuman powers) in a contemporary setting. In Villains & Vigilantes we were far more reluctant to kill. In Paul Mackintosh's Dream Game campaign, we avoided breaking the law (even when the GM expected us to.)In something fantastical, like D&D, I don't particularly care but in Call of Cthulhu I think it's kind of important.
I don't want folks to overly focus on the bath thing. That was just an example. More broadly what I am talking about is players having their characters behave in ways that are recognizably realistic, with the caveat that those characters are also the sort to get some thrill out of doing whatever terribly dangerous thing the game is about. I agree with the poster upthread that said one would have to be more than a little crazy to be a D&D style adventurer, but that doesn't mean they wouldn't spend frivolously, form relationships or build a life.I mean, I guess it's up to them what they find fun? I'm not sure mandatory fun by roleplaying a bath is my cup of tea.
It sounds to me, at least with this particular example, you are projecting your own experience and assuming it applies to everybody.A friend and I were talking about how to run a successful game focused on treasure hunting in 5e and it led to a discussion on how players rarely seem to do things that real people do. The example that came up was the classic Inn situation: the PCs have been in the wild and the dungeon for a week or two and they finally come back to civilization, but when presented with prices for a room, a bath and a meal they decide to camp outside and eat rations to save money. Now, I was a US Army infantry soldier (during peace time; never deployed; I don't want to misrepresent) and after a week in the swamps of Georgia on a training exercise I would have given my whole paycheck for a bath, a beer and something out of an oven to eat.
This led to a more broad discussion of behavioral realism in RPGs, primarily about how players tend to operate largely in the game space when it comes to the very basic, human needs and desires and behaviors that rule our day to day lives. Even players that are very good role players from a funny voices and defined personality standpoint generally, in my experience, don't do tired, sick, afraid, horny, fed up, etc... well.
How do you try and encourage players to play like "real" people, who just want a bath after a sewer expedition or are willing to throw away half their earnings to impress the bartender? How do you convince players that emulating reality in this way not only enhances the game but makes it more fun for them? Or do you? Do you care if players engage in behavioral realism? Or maybe you don't experience the problem and you play with people, or are such a person, that inherently does these things.
Thanks.
I mean, I guess it's up to them what they find fun? I'm not sure mandatory fun by roleplaying a bath is my cup of tea.
Heroes are outliers. Oddballs. Definitely not average.
Let them do what their players want them to do.
The alternative is policing the thoughts of your players. ("No, I don't think you're doing that for story reasons, you are doing it for a metagame reason!")
No thank you.
He is. He is just asking for ways, should he want to, to incentivise a less gamist approach. I'm using that term loosely. So what are the benefits of washing, splurging at a tavern, eating well, socialising with ones preferred gender, maintaining your equipment, updating your maps, acquisition of clothing, resting your horse, good grooming, paying for massages, sharing a good drink...
I bought Pendragon and the Great Pendragon Campaign in hardback from Drivethrough during the GM's day sale, and won thing I really like is that living well (or not) has a massive impact on your character (and even helps you 'level up).