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Forked Thread: Dealing with sociopathic PCs (Was: Stop being so paranoid)
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4495478" data-attributes="member: 7177"><p>How else are they to learn the fundamentals of good role-playing? If nobody teaches them how to do it, then how will they know what role-playing is all about?</p><p></p><p></p><p></p><p>So, if you are running a game for such players, are you having fun? And are <em>they</em> having as much fun as they could have, if they could grasp the finer points of role-playing?</p><p></p><p></p><p></p><p>That's something that the many thousands of teachers and lecturers around the world will have to live with. After all, if no one is teaching anything, nobody will learn anything, either, except for trial and error. And I'd prefer it if my players learned quicker than that.</p><p></p><p></p><p></p><p>So having fun means taking away meaningful choices from the player characters?</p><p></p><p>After all, meaningful choices is what I offer to the player characters here. They are completely free to act within the world, and beyond taking their game stats into account, I never suggest telling them: "You can't do that!"</p><p></p><p></p><p></p><p>I don't see this as punishment. Or would you call it punishment if the PCs make bad tactical choices in a combat and thus sustain greater casualties?</p><p></p><p>And sure, you can try to talk with the players... but that may not be effective. Often, they need to be <em>shown</em> how good role-playing is done. If you have good veteran role-players, none of this may an issue. But if all of them are newbies or simply don't know any other way, talking may not be effective.</p><p></p><p>Mind you, it's entirely possible - perhaps even likely - that the PCs will mend their ways in one of the earlier stages. But if not, the later stages should be sufficient to get it all out of their systems.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4495478, member: 7177"] How else are they to learn the fundamentals of good role-playing? If nobody teaches them how to do it, then how will they know what role-playing is all about? So, if you are running a game for such players, are you having fun? And are [i]they[/i] having as much fun as they could have, if they could grasp the finer points of role-playing? That's something that the many thousands of teachers and lecturers around the world will have to live with. After all, if no one is teaching anything, nobody will learn anything, either, except for trial and error. And I'd prefer it if my players learned quicker than that. So having fun means taking away meaningful choices from the player characters? After all, meaningful choices is what I offer to the player characters here. They are completely free to act within the world, and beyond taking their game stats into account, I never suggest telling them: "You can't do that!" I don't see this as punishment. Or would you call it punishment if the PCs make bad tactical choices in a combat and thus sustain greater casualties? And sure, you can try to talk with the players... but that may not be effective. Often, they need to be [i]shown[/i] how good role-playing is done. If you have good veteran role-players, none of this may an issue. But if all of them are newbies or simply don't know any other way, talking may not be effective. Mind you, it's entirely possible - perhaps even likely - that the PCs will mend their ways in one of the earlier stages. But if not, the later stages should be sufficient to get it all out of their systems. [/QUOTE]
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