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General Tabletop Discussion
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DMs: How do you handle purely combat-focused groups?
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<blockquote data-quote="Joddy37" data-source="post: 6426894" data-attributes="member: 6780315"><p>I recently begin to experience the dillemma of a DM that ended up with a lot of adventure material and role playing hooks, interesting scenes and colorful NPCs due to a group who are totally ignoring all this stuff and trying to find and kill the bad guys (that means those whoever is evil by race stereotype) and hurry the adventure towards the final goal. Too many times they just blundered into enemies, ran them through, killing nearly all those they captured, hiding behind the dull concept of ''we are good, they are evil, so we kill them''. Until now, because some of them are new to role playing games and coming from MMORPGs, I let them do whatever they like, but changed the development of the scenario according to the results of their actions. These results mostly include the bad guys changing tactics, relocating, scheming different plots, NPCs acting differently and following new agendas etc.. But although I worked hard to steer the PCs to a more exploration-interaction oriented play, they just dismmised my hints and advices, continuing the same stuff of doing things with the blade. Until now they were very lucky in the combat scenes, noone died because of their carelessness, they have abundant healing abilities (which I find way too much in this edition). But they were very slow to progress through the adventure (it is the Starter Set), since they were unable to get enough information from any source. Now I wonder, what can be done to make them see that there is a whole different part of the game, to make them think combat is not the only way to solve issues? Any ideas?</p></blockquote><p></p>
[QUOTE="Joddy37, post: 6426894, member: 6780315"] I recently begin to experience the dillemma of a DM that ended up with a lot of adventure material and role playing hooks, interesting scenes and colorful NPCs due to a group who are totally ignoring all this stuff and trying to find and kill the bad guys (that means those whoever is evil by race stereotype) and hurry the adventure towards the final goal. Too many times they just blundered into enemies, ran them through, killing nearly all those they captured, hiding behind the dull concept of ''we are good, they are evil, so we kill them''. Until now, because some of them are new to role playing games and coming from MMORPGs, I let them do whatever they like, but changed the development of the scenario according to the results of their actions. These results mostly include the bad guys changing tactics, relocating, scheming different plots, NPCs acting differently and following new agendas etc.. But although I worked hard to steer the PCs to a more exploration-interaction oriented play, they just dismmised my hints and advices, continuing the same stuff of doing things with the blade. Until now they were very lucky in the combat scenes, noone died because of their carelessness, they have abundant healing abilities (which I find way too much in this edition). But they were very slow to progress through the adventure (it is the Starter Set), since they were unable to get enough information from any source. Now I wonder, what can be done to make them see that there is a whole different part of the game, to make them think combat is not the only way to solve issues? Any ideas? [/QUOTE]
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Community
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DMs: How do you handle purely combat-focused groups?
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