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Failing motivation to adventure
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<blockquote data-quote="Haradim" data-source="post: 2498179" data-attributes="member: 8468"><p>Not yet. In most cases, it's just a matter of 'my loner character stays at the inn............' or the like, and I don't consider that worthwhile role-play. The GM and other players (myself amongst them) usually have to convince the player to actually play the game they showed up for...</p><p></p><p>But I have not seen a case where a character actually had a decent reason not to accompany the party*, because typically, there <strong>is nothing</strong> if you don't go with the party. If the GM was willing to run a dual game for the separate parties, so that the character was off doing something entertaining to observe, that might be a different story. But running separate, concurrent games doesn't seem very appealing, and every time this has happened, the character just ends up ... doing absolutely nothing of note, and the player barely attempts otherwise.</p><p></p><p>Creating some kind of consistently motivating common ground is such a simple matter, but getting our players to do it is strangely difficult. Even the ol' fallback of alignment is often inadequate. Loot seems to be the only thing that that is assured to work, but that can only go so far. </p><p></p><p>I've grown to suspect that some of these problems may actually be personality issues and conflicts between players, which makes solutions that much more difficult to reach.</p><p></p><p>* - Not entirely true, now that I think of it. We have one WoT character who is going his own way. I hesitate to describe that as a 'party separation gone well', though, since I suspect there is some pettiness involved due to the loss of the player's previous character. The GM doesn't seem to mind though.</p></blockquote><p></p>
[QUOTE="Haradim, post: 2498179, member: 8468"] Not yet. In most cases, it's just a matter of 'my loner character stays at the inn............' or the like, and I don't consider that worthwhile role-play. The GM and other players (myself amongst them) usually have to convince the player to actually play the game they showed up for... But I have not seen a case where a character actually had a decent reason not to accompany the party*, because typically, there [b]is nothing[/b] if you don't go with the party. If the GM was willing to run a dual game for the separate parties, so that the character was off doing something entertaining to observe, that might be a different story. But running separate, concurrent games doesn't seem very appealing, and every time this has happened, the character just ends up ... doing absolutely nothing of note, and the player barely attempts otherwise. Creating some kind of consistently motivating common ground is such a simple matter, but getting our players to do it is strangely difficult. Even the ol' fallback of alignment is often inadequate. Loot seems to be the only thing that that is assured to work, but that can only go so far. I've grown to suspect that some of these problems may actually be personality issues and conflicts between players, which makes solutions that much more difficult to reach. * - Not entirely true, now that I think of it. We have one WoT character who is going his own way. I hesitate to describe that as a 'party separation gone well', though, since I suspect there is some pettiness involved due to the loss of the player's previous character. The GM doesn't seem to mind though. [/QUOTE]
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