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<blockquote data-quote="ExploderWizard" data-source="post: 5000446" data-attributes="member: 66434"><p>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. </p><p> </p><p>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.</p><p> </p><p>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. </p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5000446, member: 66434"] 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. [/QUOTE]
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