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<blockquote data-quote="Agback" data-source="post: 264483" data-attributes="member: 5328"><p>Well, you need to deliver a firm lesson in world consequences <strong>right now</strong>, or you'll soon have them playing "one move and the idiot gets it". On the other hand, if you whack them severely this early they'll be put off and might leave the campaign. So have each of the characters fined 6 silver pieces for creating an affray, with an extra 6 silver pieces fine for "malicious wounding" to anyone who actually tagged damage on a militiaman. And then have them thrown out of town.</p><p></p><p>If this happened in my campaign I would fire the player who was playing the rogue, but I guess your players are less experienced than what I am used to. It takes time for players to learn that the goal of playing RPGs is to amuse one another, and that that sort of thing won't do it.</p><p></p><p>I guess that your basic problem is that you and the players aren't exactly on the same page about what the roleplaying world is about. You are thinking of it as having its own alternative realism, while [some of] the others think of it as a sort of fancy interface mode for the part of a computer game in which you equip your characters. It's probably a good idea to talk to the other players about this issue. But remember that they are your friends, not your subjects, and that your way of looking at things is just different, not necessarily better [for them]. So be prepared to meet them half-way. And remember, the best way to win them over to your way of doing things is <em>not</em> to lay down the law from your position as GM. Rather, <em>ask</em> them to try it your way, and then knock their socks off with a burst of really top-notch GMing.</p><p></p><p>As a final note: at nine character-players, your group is a little larger than I prefer for myself. I find that most players' enjoyment is related to the amount of attention they get from the GM. And when I try to share out my attention among more than about five players each one gets long stretches during which I am ignoring him or her. And therefore (unless the person in the spotlight is being unusually entertaining) they get bored and easily distracted. You might want to try splitting your group in two, and/or persuading someone else to run one group (in which you would get to play a character!).</p><p></p><p>Otherwise, try to deal with each character's 'bit' fairly expeditiously, so that you can get back to the others without a long delay. In that scene withthe importunate rogue, for example, you might have switched out of the person of the storekeeper's clerk and into the narrative voice, and said something like:</p><p></p><p>"Well, you pester him for half an hour, but it doesn't do any good, because he really doesn't have any weapons."</p><p></p><p>Then turn to someone who is waiting for you to deal with his character. The rogue's scene is over, and the player wasted it. With any luck the player will just fall quiet and that will be that. Only if he or she insists on something that you have made clear is useless do you then end up with that irrelevant and annoying sequence that you got.</p><p></p><p>Anyway: chin up! They'll get better.</p><p></p><p>Regards,</p><p></p><p></p><p>Agback</p></blockquote><p></p>
[QUOTE="Agback, post: 264483, member: 5328"] Well, you need to deliver a firm lesson in world consequences [b]right now[/b], or you'll soon have them playing "one move and the idiot gets it". On the other hand, if you whack them severely this early they'll be put off and might leave the campaign. So have each of the characters fined 6 silver pieces for creating an affray, with an extra 6 silver pieces fine for "malicious wounding" to anyone who actually tagged damage on a militiaman. And then have them thrown out of town. If this happened in my campaign I would fire the player who was playing the rogue, but I guess your players are less experienced than what I am used to. It takes time for players to learn that the goal of playing RPGs is to amuse one another, and that that sort of thing won't do it. I guess that your basic problem is that you and the players aren't exactly on the same page about what the roleplaying world is about. You are thinking of it as having its own alternative realism, while [some of] the others think of it as a sort of fancy interface mode for the part of a computer game in which you equip your characters. It's probably a good idea to talk to the other players about this issue. But remember that they are your friends, not your subjects, and that your way of looking at things is just different, not necessarily better [for them]. So be prepared to meet them half-way. And remember, the best way to win them over to your way of doing things is [i]not[/i] to lay down the law from your position as GM. Rather, [i]ask[/i] them to try it your way, and then knock their socks off with a burst of really top-notch GMing. As a final note: at nine character-players, your group is a little larger than I prefer for myself. I find that most players' enjoyment is related to the amount of attention they get from the GM. And when I try to share out my attention among more than about five players each one gets long stretches during which I am ignoring him or her. And therefore (unless the person in the spotlight is being unusually entertaining) they get bored and easily distracted. You might want to try splitting your group in two, and/or persuading someone else to run one group (in which you would get to play a character!). Otherwise, try to deal with each character's 'bit' fairly expeditiously, so that you can get back to the others without a long delay. In that scene withthe importunate rogue, for example, you might have switched out of the person of the storekeeper's clerk and into the narrative voice, and said something like: "Well, you pester him for half an hour, but it doesn't do any good, because he really doesn't have any weapons." Then turn to someone who is waiting for you to deal with his character. The rogue's scene is over, and the player wasted it. With any luck the player will just fall quiet and that will be that. Only if he or she insists on something that you have made clear is useless do you then end up with that irrelevant and annoying sequence that you got. Anyway: chin up! They'll get better. Regards, Agback [/QUOTE]
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