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Are Video Games Ruining Your Role-playing?
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<blockquote data-quote="CleverNickName" data-source="post: 8560140" data-attributes="member: 50987"><p>Oh man, I've felt every one of these bullet points at least once in my games. But some of them really stand out. The worst offenders at my table are:</p><p></p><p><strong>The Plot Will Happen Regardless. </strong>The players have outright stated "Don't worry about the boat, the crew, or the food supply, (the DM) will make sure we get where we need to go." It was clear that they had no intention of managing or tracking their resources, and I would be considered at fault if they were forced to. The same thing applied to finding the clues they needed, unlocking the doors that needed unlocked, important NPCs staying alive long enough to be helpful regardless of their actions, and so forth. The only thing I can do when stuff like this happens is call their bluff. After a few years (and a few failed quests), this has gotten a lot better.</p><p></p><p><strong>"Nothing is Too Much for Us!"</strong> This one absolutely kills me. At Session Zero, and periodically through the course of the campaign, I will explain to the players that character death is possible and certain encounters will be too much for them, that the world doesn't revolve around their characters, that there are parts of the world they aren't strong enough to visit. They always agree, they always say that they are fine with it. <em>Until we roll initiative</em>, and then it becomes evident that they will never retreat, regroup, or deescalate. Ever. It has never happened even once in almost a decade, even after I've broken the fourth wall and begged them to run or surrender. They have demonstrated time and again that they would rather suffer a TPK. It's baffling to watch.</p><p></p><p><strong>"I'm Waiting for Options." </strong> This one has gotten a lot better with practice. In the early days, if my players were stumped and couldn't put the clues together that they needed, they would stall the game indefinitely until I caved in and moved the story to the next scene. But in the years since, they have gotten better at putting clues together, and I've collected a HUGE variety of supplemental adventures, random encounters, Twisted Taverns, and other things to throw at them so that I can improv for months if necessary.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8560140, member: 50987"] Oh man, I've felt every one of these bullet points at least once in my games. But some of them really stand out. The worst offenders at my table are: [B]The Plot Will Happen Regardless. [/B]The players have outright stated "Don't worry about the boat, the crew, or the food supply, (the DM) will make sure we get where we need to go." It was clear that they had no intention of managing or tracking their resources, and I would be considered at fault if they were forced to. The same thing applied to finding the clues they needed, unlocking the doors that needed unlocked, important NPCs staying alive long enough to be helpful regardless of their actions, and so forth. The only thing I can do when stuff like this happens is call their bluff. After a few years (and a few failed quests), this has gotten a lot better. [B]"Nothing is Too Much for Us!"[/B] This one absolutely kills me. At Session Zero, and periodically through the course of the campaign, I will explain to the players that character death is possible and certain encounters will be too much for them, that the world doesn't revolve around their characters, that there are parts of the world they aren't strong enough to visit. They always agree, they always say that they are fine with it. [I]Until we roll initiative[/I], and then it becomes evident that they will never retreat, regroup, or deescalate. Ever. It has never happened even once in almost a decade, even after I've broken the fourth wall and begged them to run or surrender. They have demonstrated time and again that they would rather suffer a TPK. It's baffling to watch. [B]"I'm Waiting for Options." [/B] This one has gotten a lot better with practice. In the early days, if my players were stumped and couldn't put the clues together that they needed, they would stall the game indefinitely until I caved in and moved the story to the next scene. But in the years since, they have gotten better at putting clues together, and I've collected a HUGE variety of supplemental adventures, random encounters, Twisted Taverns, and other things to throw at them so that I can improv for months if necessary. [/QUOTE]
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