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General Tabletop Discussion
*Dungeons & Dragons
DMs: How do you handle purely combat-focused groups?
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<blockquote data-quote="Joddy37" data-source="post: 6469971" data-attributes="member: 6780315"><p>I understand DaveDash to a point. Years of roleplaying made him bored of the same stuff that was being served for him. If you experience similar tavern scenes, similar npc-pc dialogues, similar villains and their dull plots over many campaigns, you also will be bored and look for new stuff. </p><p></p><p>But what DaveDash tends to miss is this to be not being derived from the roleplaying concept itself, but the DMs and players that he gamed with were not creative enough to try different things or the lack of new and exciting moments on the table. If you are playing your character between a dungeon and tavern and to another dungeon and back to tavern again, yeah it is boring as hell and you will eventually end up ignoring every single npc in town since you are used to them and already know everything about them. But DMs should always strive to create new scenes, new settings, new situations along the way. The world is living and npcs are alive too. Time will change them, they will have different aims, goals, bonds etc. They may be rich and move to a quality place, or go bankrupt and begin to beg on the streets, or even become criminals. </p><p></p><p>Too many times I have seen DMs that play npcs like static toys, always wearing the same thing, always doing the same job, no change in their lives although years of game time passes by. Yes, these kind of campaigns are boring and there is not much reason to role play in every single session.</p><p></p><p>In my situation that I described with my posts here, the players were not running away from actual roleplaying. They were ignoring the whole story I was building around the main plot. They thought that when they would find and defeat the bad guys they would have solved the story and win the game. They ignored the town npcs' advices, they ignored the weather conditions, they ignored the danger level of the wilderness, they ignored the power level of the encounters, they even ignored if they had adequate supplies and resources to overcome the obstacles along the way. Ie. careless gaming ignoring every detail and hint which eventually led to a party wipe. Now we are rebuilding a new group, with the same people less the careless guy, and will start a new campaign with new characters that are created by the players themselves with my suggestions and guiding about creating backgrounds, tying themto the setting.</p></blockquote><p></p>
[QUOTE="Joddy37, post: 6469971, member: 6780315"] I understand DaveDash to a point. Years of roleplaying made him bored of the same stuff that was being served for him. If you experience similar tavern scenes, similar npc-pc dialogues, similar villains and their dull plots over many campaigns, you also will be bored and look for new stuff. But what DaveDash tends to miss is this to be not being derived from the roleplaying concept itself, but the DMs and players that he gamed with were not creative enough to try different things or the lack of new and exciting moments on the table. If you are playing your character between a dungeon and tavern and to another dungeon and back to tavern again, yeah it is boring as hell and you will eventually end up ignoring every single npc in town since you are used to them and already know everything about them. But DMs should always strive to create new scenes, new settings, new situations along the way. The world is living and npcs are alive too. Time will change them, they will have different aims, goals, bonds etc. They may be rich and move to a quality place, or go bankrupt and begin to beg on the streets, or even become criminals. Too many times I have seen DMs that play npcs like static toys, always wearing the same thing, always doing the same job, no change in their lives although years of game time passes by. Yes, these kind of campaigns are boring and there is not much reason to role play in every single session. In my situation that I described with my posts here, the players were not running away from actual roleplaying. They were ignoring the whole story I was building around the main plot. They thought that when they would find and defeat the bad guys they would have solved the story and win the game. They ignored the town npcs' advices, they ignored the weather conditions, they ignored the danger level of the wilderness, they ignored the power level of the encounters, they even ignored if they had adequate supplies and resources to overcome the obstacles along the way. Ie. careless gaming ignoring every detail and hint which eventually led to a party wipe. Now we are rebuilding a new group, with the same people less the careless guy, and will start a new campaign with new characters that are created by the players themselves with my suggestions and guiding about creating backgrounds, tying themto the setting. [/QUOTE]
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DMs: How do you handle purely combat-focused groups?
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