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Are Video Games Ruining Your Role-playing?
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<blockquote data-quote="Jer" data-source="post: 8559741" data-attributes="member: 19857"><p>I don't think these kinds of problems come from computer games. Or if they do somehow I had players affected by them in the 90s when computer games were not nearly as widespread.</p><p></p><p>Mostly IME these are artifacts of story-based games where the story isn't enough to prod the players along to engage with it. They know there's a plot there, but any of the players who aren't hooked by the story will coast on autopilot until they get to a scene that engages them. If none of the players get hooked by the story they'll all coast and then I see the behaviors in the article.</p><p></p><p>I don't have a one-size-fits-all answer to this one. My solution has been to realize that running story-based adventures as is from a module is usually not what my players want and so I'll make a summary skeleton outline of the adventure and then run things more off the cuff - using the adventure more as inspiration than as written. Get the characters all personally hooked into the story somehow - replacing NPCs with the PCs where I can make it work, bring in recurring NPCs instead of using the ones in the adventure, anything to give each player a personal hook to the story where possible. IOW - the usual GMing advice tends to work for me in these situations.</p></blockquote><p></p>
[QUOTE="Jer, post: 8559741, member: 19857"] I don't think these kinds of problems come from computer games. Or if they do somehow I had players affected by them in the 90s when computer games were not nearly as widespread. Mostly IME these are artifacts of story-based games where the story isn't enough to prod the players along to engage with it. They know there's a plot there, but any of the players who aren't hooked by the story will coast on autopilot until they get to a scene that engages them. If none of the players get hooked by the story they'll all coast and then I see the behaviors in the article. I don't have a one-size-fits-all answer to this one. My solution has been to realize that running story-based adventures as is from a module is usually not what my players want and so I'll make a summary skeleton outline of the adventure and then run things more off the cuff - using the adventure more as inspiration than as written. Get the characters all personally hooked into the story somehow - replacing NPCs with the PCs where I can make it work, bring in recurring NPCs instead of using the ones in the adventure, anything to give each player a personal hook to the story where possible. IOW - the usual GMing advice tends to work for me in these situations. [/QUOTE]
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