Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Do you Trust Your Players?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Croesus" data-source="post: 4657275" data-attributes="member: 35019"><p>This one's easy - trust. Authority is not the same thing as power - think of it this way:</p><p></p><p>Power - Do X or I will do Y. Do X and I will do Y. (I control if Y happens)</p><p>Influence - If you do X, Y will (will not) happen. (Someone/something else controls if Y happens)</p><p>Authority - Do X.</p><p></p><p>When using Power, you attempt to have someone do what you want via punishments and rewards. When using Influence, you don't control the punishment or reward, but you use their existence to influence behavior. When using Authority, you simply command.</p><p></p><p>But why would anyone simply do as you say? If they're doing it out of fear, or to gain something, that's Power or, more rarely, Influence. If they do it just because you say so, it's because they trust you not to abuse the situation. And as contradictory as it may seem, the more you involve people in decisions, the more authority they are usually willing to give you. This happens in the workplace, in social groups, and at the game table.</p><p></p><p></p><p></p><p></p><p></p><p>This one is trickier. For myself, what I've done is asked players to design elements of a campaign, but I have final say, and always change something about their design, if only cosmetically. </p><p></p><p>For example, one player had in her background that her father was a pirate. So I asked her to design a band of pirates - personalities, operating methods, rivalries, etc. I then used some of that as a plot hook for the character, but I changed enough that the player couldn't be certain what was happening. It actually added a nice bit of realism, as the character thought she "knew" certain facts, which turned out to be different.</p><p></p><p>Find something that a player is interested in, whether due to special knowledge (music, poetry, history) or because it's tied to their character. If they have a rough idea of the type of campaign you are running, they'll likely stay close enough to that idea to come up with useful material. If not, review it, discuss why it doesn't fit, and have another go at it.</p><p></p><p>Another less overt method is to listen the the players and steal their ideas. If they suspect the local thieves' guild is behind a series of disappearances, make it so. Who cares if your original idea was that it was the work of some wandering dopplegangers - the thieves' guild works just as well, and it allows the players to shape the world. Don't do this every time, of course - you still want to keep the players on their toes.</p></blockquote><p></p>
[QUOTE="Croesus, post: 4657275, member: 35019"] This one's easy - trust. Authority is not the same thing as power - think of it this way: Power - Do X or I will do Y. Do X and I will do Y. (I control if Y happens) Influence - If you do X, Y will (will not) happen. (Someone/something else controls if Y happens) Authority - Do X. When using Power, you attempt to have someone do what you want via punishments and rewards. When using Influence, you don't control the punishment or reward, but you use their existence to influence behavior. When using Authority, you simply command. But why would anyone simply do as you say? If they're doing it out of fear, or to gain something, that's Power or, more rarely, Influence. If they do it just because you say so, it's because they trust you not to abuse the situation. And as contradictory as it may seem, the more you involve people in decisions, the more authority they are usually willing to give you. This happens in the workplace, in social groups, and at the game table. This one is trickier. For myself, what I've done is asked players to design elements of a campaign, but I have final say, and always change something about their design, if only cosmetically. For example, one player had in her background that her father was a pirate. So I asked her to design a band of pirates - personalities, operating methods, rivalries, etc. I then used some of that as a plot hook for the character, but I changed enough that the player couldn't be certain what was happening. It actually added a nice bit of realism, as the character thought she "knew" certain facts, which turned out to be different. Find something that a player is interested in, whether due to special knowledge (music, poetry, history) or because it's tied to their character. If they have a rough idea of the type of campaign you are running, they'll likely stay close enough to that idea to come up with useful material. If not, review it, discuss why it doesn't fit, and have another go at it. Another less overt method is to listen the the players and steal their ideas. If they suspect the local thieves' guild is behind a series of disappearances, make it so. Who cares if your original idea was that it was the work of some wandering dopplegangers - the thieves' guild works just as well, and it allows the players to shape the world. Don't do this every time, of course - you still want to keep the players on their toes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do you Trust Your Players?
Top