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Can A Dm Improve His Players?
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<blockquote data-quote="Sammael99" data-source="post: 374302" data-attributes="member: 1157"><p>I haven't read all the previous contributions in detail, but here's my take :</p><p></p><p>Players (and GMs) go along because they're having fun. That's the theory anyway. You want them to "improve" ? Give them more fun. Sometimes you have to force it on them, but it usually works. More specifically : </p><p></p><p></p><p></p><p>That one usually is easy : give him a part. Usually, the quiet player involves himself by enjoying what is happening without necessarily taking part. Most often, it's due to the other players around the table being louder, or more forward going than he is. Give him a part, just like in theater. Suddenly he is in the limelight. His testimony is vital, he's the the only one able to do this or that because of some old prophecy, whatever : you get the idea. It's all the easier if he has a nice background !</p><p></p><p></p><p></p><p>Trickier, but hardly impossible. The power gamer trips on power (<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" />eek<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Let him realise that there are more ways to power than just stats. Another strategy is to rock his boat so hard that suddenly he <strong>has</strong> to roleplay. Do unexpected stuff, stuff that there are no stats in there to handle : </p><ul> <li data-xf-list-type="ul"> the barmaid he has lain with last time he was in town is pregnant and her father imposes a marriage or threatens to get him jailed on charges of rape. </li> <li data-xf-list-type="ul"> the daughter of the local count falls desperately in love with his character and wants to follow him everywhere</li> <li data-xf-list-type="ul"> the village he is going through is assailed by brigands and they turn to him for guidance and strategy. Suddenly he has to get them working together, elaborate a defense and think rather than just fight</li> <li data-xf-list-type="ul">or, to tie in with another thread on the board right now, the local volcano erupts, the local town gets flooded, whatever. No instead of fighting people he has to rescue people</li> </ul><p>These are all ideas that may or may not work, it would depend on your player. My experience is that most players, once they get a taste of roleplaying, like it and want to do it more. No mind you, it won't stop him from being a power gamer, most likely, but on top of stats, he'll play his role, which is a nice improvement for a like-minded GM.</p><p></p><p>Altogether, I would say that a GM has more chance to make his players "improve" in small parties. If there are nine around the table, you can forget it. Four players or less is a nice number for this kind of endeavour.</p></blockquote><p></p>
[QUOTE="Sammael99, post: 374302, member: 1157"] I haven't read all the previous contributions in detail, but here's my take : Players (and GMs) go along because they're having fun. That's the theory anyway. You want them to "improve" ? Give them more fun. Sometimes you have to force it on them, but it usually works. More specifically : [B][/B] That one usually is easy : give him a part. Usually, the quiet player involves himself by enjoying what is happening without necessarily taking part. Most often, it's due to the other players around the table being louder, or more forward going than he is. Give him a part, just like in theater. Suddenly he is in the limelight. His testimony is vital, he's the the only one able to do this or that because of some old prophecy, whatever : you get the idea. It's all the easier if he has a nice background ! [B][/B] Trickier, but hardly impossible. The power gamer trips on power ((:eek:) Let him realise that there are more ways to power than just stats. Another strategy is to rock his boat so hard that suddenly he [b]has[/b] to roleplay. Do unexpected stuff, stuff that there are no stats in there to handle : [list] [*] the barmaid he has lain with last time he was in town is pregnant and her father imposes a marriage or threatens to get him jailed on charges of rape. [*] the daughter of the local count falls desperately in love with his character and wants to follow him everywhere [*] the village he is going through is assailed by brigands and they turn to him for guidance and strategy. Suddenly he has to get them working together, elaborate a defense and think rather than just fight [*]or, to tie in with another thread on the board right now, the local volcano erupts, the local town gets flooded, whatever. No instead of fighting people he has to rescue people [/list] These are all ideas that may or may not work, it would depend on your player. My experience is that most players, once they get a taste of roleplaying, like it and want to do it more. No mind you, it won't stop him from being a power gamer, most likely, but on top of stats, he'll play his role, which is a nice improvement for a like-minded GM. Altogether, I would say that a GM has more chance to make his players "improve" in small parties. If there are nine around the table, you can forget it. Four players or less is a nice number for this kind of endeavour. [/QUOTE]
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