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DM Dilemma


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The reward system can work well, another option to bonus xp could be to give a roleplay point at the end of the session.
This could either be used as a reroll or as a success if used before a roll.
Effectively its a bribe to get them to roleplay but hopefully will allow you to have more fun.
If you choose to go for this route then i would introduce it as a trial and see how it goes for a few sessions. Then ask your players how they thought it went and if they enjoyed it.
 

A reward system can only help if the players know exactly what it is for. From your description of responses by your players they may or may not be powergamers but it seems as though they have trouble relating to any in-game/ in character activities that require them to see beyond the character sheet.

If modern (late 2E and beyond) games systems have been thier only experience then they might not realize all that they could do that isn't included on a sheet.

Run an experimental one shot game for them. Ask them to describe thier attributes without using numerical values. Make a character sheet for each player and give each attribute a rating: poor, average, good, great and write down thier abilities and skills in a similar fashion.

Let them take these characters on an adventure. There will be no mechanics to distract them from just describing what they do. Use a simple resolution system that hangs success primarily on the description of the activity. It might help them discover a new way to approach the game.
 

Rather than jumping straight in to the dungeon, start by giving the PCs actual motivations for their adventures.

Better yet, have them players give you the actual motivations, goals, et cetera, and then you work them into the adventure. Link concrete rewards to these motivations, goals, et cetera. That way the players are responsible for both the criteria and their own progress toward meeting that criteria.
 


Here are my suggestions.

1) Address your players by their character name. Like, when it's Greg's turn to go say "What's Galrath the Grim going to do?"

2) Do you use the battlegrid? I find it can detract from the group's ability to creatively imagine a situation. Try running a combat or two without the battlegrid.

3) Flesh out time spent back in town. Adventurers attract all sorts of trouble, from greedy dwarves, to apprentice wizards to comely young ladies. These sort of encounters may have nothing to do with the over-arching plot.

4) Try to corrupt some of them. See if they'll trade their ethics for a huge boost in power. Then put them in a morally compromising situation and watch the sparks fly.

5) Put the player characters in situations where their mental state is slightly altered. It's hard to make good decisions whilst drunk or high. You can then watch the players reason out how their characters would behave in such a situation.

6) (and this relates to 3 and 4) Find out what the character's vices are, and start using those against them. Are they greedy? Proud? Lazy? Whatever it is, offer their vice to them in a morally ambiguous way.
 

You might also want to try to recruit one of the players to help you. If all three are resistant, pick the one that's at least willing to meet you half way. Talk to him aside for a bit and try to get him on board, or at least let him know that you're going to spotlight him in the next game.

Then, at a logical point in the session, turn to that player and try to engage him one on one. Have an NPC talk to him in character. Lead by example. Cut the other guy lots of slack and don't worry about how successful you are the first time out.

Later on, do it again. And again. And again. Bring in the other players during the session. The NPC starts talking to Buddy, and then turns to Joe. The NPC always speaks in character.

Baby steps. You want to lead them gently, not shove them into the deep end.

And, accept that this might not work. They may very well be happy with how the game is going and see no need to change. You need to show them that they can have MORE fun doing what you want. If it's not more fun, they won't do it. Why would they?

Remember, baby steps.
 

Just a couple more suggestions. Early in our campaign, one of the players got possessed. I chose the guy who I thought would play it best and he did a great job. Everyone knew he was "in character" since his actions weren't normal for him.

Another is situational. Have them visit a library, but as soon as they start to speak, have someone say "SShh", get them to speak in a whisper. This sounds basic, but it is a very simple way to get them started.

Aboyd did have a great answer as well. Reward them in game. Based on some great role playing, I've given guys automatic successes. It is rare, but it does happen.
 

A change of rules system will never fix problems with the personnel at your table.


This assumes that rule systems don't influence player behaviour, which, IMHO and IME, is untrue. As an obvious example, a problem with "just rolling for skills" is difficult to maintain in a game system that has no skill for the things the player(s) want to just roll for. Try simply rolling your Diplomacy score in Basic Fantasy or 1e AD&D, and you'll see what I mean.


RC
 


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